Improve Your Belt and NCU; An Introduction to Simple Laddering

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Higain
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Improve Your Belt and NCU; An Introduction to Simple Laddering

Post by Higain » Sat Mar 16, 2019 9:53 am

This a thought exercise and conceptual introduction to skill and ability implant laddering. The purpose of this guide is to describe, in general terms, the processes used to wear higher quality level belts, NCU and implants than your in-game character level.

Newcomers should be aware that in Anarchy Online there's a game within a game; it's the armor, weapons, implant and HUD gear swap puzzle game. Using bits and pieces of often distinctly different items we nudge skill numbers up towards a projected goal. The goal here is increase computer literacy in order to wear belts with increased slot space and higher quality level NCU chips.The totality of anarchy online - the game - is designed around the premise that players will be employing this equipping concept to increase character performance to overpower their PVM and PVP opponents. What this means is that monsters of a given level are balanced against players wearing equal-level implants and armor. We want to reach beyond that benchmark.

Anarchy online differs from some of the more traditional online games; in those formats when you gain a level your skills automatically improve or scale up in power and you are then offered a predetermined series of class-limited skill tree options to choose from. It doesn't work like that in AO. Players may chose any skill path they wish to - and must to do all of that work manually and with forethought. NCU is essential and the first step to improving your game character.

Here's where you start:

The items shown on the equipment configuration tool may be found using Clicksaver or by searching basic and advanced store terminals. Some items are mission only. If you've looted a Guardian of Tomorrow belt at ToTW or Dream Mesh belt from Steps of Madness then swap to those instead of using the skill 161 computer literacy 4 slot belt or lowest skill 5 slot belts since not everyone have access to dungeon bosses. Implant and treatment laboratory quality levels are suggestions, if you find you can wear higher quality level items, then by all means do so.

The process is to install temporary implants to then equip semi-permanent HUD items, select armor pieces and implants which are 15-30 levels beyond our character's current level. Weapons, armor and pets are governed by over equipping rules, while Belts, NCU and a few other items are not. One may wear over-equipped weapons and still get the benefit of the weapon skill or ability modifiers.

Over-equipping rules: https://www.ao-universe.com/guides/clas ... r-equipped


Collect needed items:

Full omni med-suit set, treatment lab (crafted), two QL1 Original Electronicum pistols (NCU), two QL1 Old English pistols (INT), QL1 Tsakachumi PTO-HV6 Counter-Sniper Rifle (AGI), QL3 computer literacy tutor. Remember to collect buff armor from mission bosses. Put all that stuff in sorted and labeled packs. You may also want a treatment rifle for later - just ask people in chat to link one.


General stepping actions:


* Wear Medsuit
* Wear NCU or INT pistols or AGI rifle and swap as required.
* Get Feline Grace /ability comp buffs.
* Click Stationary surgery clinic for 100 point treatment buff.
* Install AGI cluster implants in foot, leg, waist (AGI wear requirements.)
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* Double-check your math.
* Now install pre/custom made (AGI wear requirement) computer literacy cluster Head, Right Hand and Eye temporary implants.
* Click the QL3 Computer Literacy Tutor you purchased earlier if you're short a point or three in computer literacy skill.
* Install Treatment Laboratory
* Install new belt and then install ncu
* Remove the temporary computer literacy implants but leave AGI foot, leg and waist in place.



Install a treatment laboratory during the temp comp lit process because the treatment lab wear requirement is computer literacy based and it only makes sense to do it since your computer literacy skill is buffed pretty high now. We're swapping ncu pistols and old english pistols or wearing one each of those two buff guns IE; If you're lacking a couple points in a particular skill or need three extra points of NCU for a buff then you've got something to fall back on. For the same reason it's important to collect ability and skill armor from mission/dyna bosses - You may need 2 extra points of AGI skill to wear that new right hand implant (and needing one or two extra points in a skill happens very often when laddering implants). This is also why ywe reserve some IP for use during this process; you may need more pistol, fling or multi-ranged skill to equip buff guns for example.


Interactive equipment simulator is here: https://auno.org/ao/equip.php?saveid=207518

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Okay, new belt and NCU installation complete. Now prepare to install class-defining specialist implants. Quality levels of items shown on the configuration tool are just approximations. You've got to do your own math. I've no idea what buff armor/gear people have collected, nor do I know your specific breed. Things vary just enough between breeds that what may be easy for a namomage may be very difficult to do on an Atrox and visa versa.


Implant design tools here:

Simple one-glance tool https://archive.org/details/anarchyonli ... ntdesigner

More tools found here: http://wiki.aodb.us/wiki/Tools#Implant_Tools

Wiki buff armor list:

Find Nova Dillon, Sekutek, Kirch, Servants of Eight as team mission/dyna boss loot.

http://wiki.aodb.us/wiki/Buff_Armor

AO Universe Buffing Computer Literacy:
https://www.ao-universe.com/guides/clas ... r-literacy

AO Universe nano buff list:
https://www.ao-universe.com/guides/clas ... fing-guide

Find Basic Biomech Armor Helmet in advanced armor shop terminals and as mission reward / loot:
https://auno.org/ao/db.php?id=120592&ql=75

Laddering music. Of course it's got to be synthetic and futuristic and cyborgy. Yes? Robot Junkyard:

https://archive.org/details/foot180/foo ... nkyard.mp3




If you happen to be an Engineer then next build is what you may want to be wearing. QL's are approximations. The Carbonum armor pieces are placeholders since the auno equipment configuration tool isn't up to date. However, the Carbonum armor adds NCU space for more buffs (helm doesn't conflict with Omni med-suit slots), so take a moment to consider that as well.

https://auno.org/ao/equip.php?saveid=207526

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Last edited by Higain on Sat Apr 06, 2019 10:41 am, edited 13 times in total.

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Re: Improved Belt and NCU Build

Post by Sferykal » Mon Mar 18, 2019 6:19 am

I wonder how you missed the SoM belt when collecting the robe from Neleb ;) :cool:
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Re: Improved Belt and NCU Build

Post by Higain » Mon Mar 18, 2019 9:31 am

I listed the GoT / SoM belts as alternatives to the store bought computer literacy skill 161 four slot belt. I didn't show those alternates on the auno equipment configuration tool - is that what you're getting at? The Notum Habit drops the Dream Mesh belt and NCU but not Nelebs robe.?

EDIT: okay. I see what you are getting at. The engineer build image shows a neleb robe and a range meter. I made that setup for the froob engineer guide, not reallyc for the fresh server. I can change that later today (work.)

The difficult portions of these textual guides is how to describe in the simplest way possible the step by step technical process to people with zero game experience. Example being; first collect everything including medsuit, treatment lab, buff pistols, buff armor from team mission bosses; install AGI buffing implants in foot, leg, waist; get feline grace /ability comp buffs; do the math for temporary comp lit implants; buy premades or design those temporary implants; Wear NCU pistols if you lack ~4 NCU for buffs; install temporary comp lit implants; install new belt and ncu; remove temp comp lit implants but leave AGI foot, leg waist in place.

Then I need to say why they need to install a treatment laboratory during the temp comp lit process; because the treat lab wear requirement is computer literacy and it only makes sense to do it now despite the cost and hassle of doing it now versus not doing it since treat labs buff treatment. It's also a fiddly thing to impress on newcomers why we're swapping ncu pistols and old enlish pistols or wearing one each of those two buff guns - plus why they should reserve some IP for use during this process; they need more fling skill or multi-ranged for example.

But, there's a snag. The newcomer doesn't understand how RK missions work. They also have no idea what clicksaver or mishbuddy really do - and setting clicksaver up can be a freakishly frustrating experience. So now we list a mission slider guide. They roll missions but complain how it takes 20 minutes to run to the mission entrance -and then they died in the mission because their implants, weapon and pet suck. This last bit is a real life experience posted at the official forums (savvick helped them out.)

Okay, new belt and NCU is done. Now prepare to install class-defining specialist implants. And if they don't understand the process we used to do the temps, then they'll fail horribly at this stage since doing this second stage requires understanding the first part because this stage is twice as complex as the first.

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Re: Improved Belt and NCU Build

Post by keune » Tue Mar 19, 2019 1:51 am

Why do you explain twinking for baby players? Tell them to use pre-made imps. They are drowning in the information already, even without twinking. Want a better pet - get some levels :)
For NCU:
Ring of the Nucleus Basalis (with clinic buff)
Sided newcomer armor
Nelebs/totw belts + ncu
125 ql imps give 135 CompLit, expertise +20 = 155
Dream Mesh req. 225 CompLit
225-155=70 spend some IP points
No need to go deep into twinking, unless you want to cast an overpowered pet.

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Re: Improved Belt and NCU Build

Post by Higain » Tue Mar 19, 2019 10:06 am

At what level should people begin to work on character builds? Level 60? Level 70?

I disagree with the notion that people should wait until level 60+ or higher to begin looking at how to build a character that can perform above their character's level. I assume people just need proper guidance. That they want to make a better character. I'm trying to describe the process. There's simply no other way to describe the laddering process. You can't halfway describe the process for it to work. I never once intimated that people should be installing QL125 implants into a level 30 character when they only have 2000 credits. BUT. The process is the same all the way to end game build. I routinely see people repeatedly asking the exact same questions at Reddit and the official boards. And you know what? They rarely get a direct answer to their questions.

How to get best possible pet as a noob engineer? (self.anarchyonline)

submitted 4 days ago by Artaniss

I'm starting fresh and want to Max level an engineer on new server. Being somewhat nee and having no credits what is best way of leveling an engy and to always have max pet so I can blow through the early levels? What do you recommend?

https://www.reddit.com/r/anarchyonline/ ... _engineer/
aid needs help! Few questions on implants (self.anarchyonline)

submitted 1 day ago by Artaniss

Hey guys play it on the new server made a few credits blitzing missions not much maybe a hundred k worth but made a baby MP want to try to level him. I can afford ql 30 implants. A little confused fitting implants. do I just go with the specific class implants all of them or are there certain ones I can bypass. This is pretty much for all classes because I have a couple other classes that I play and I'm not too sure on how to fit or what implants to fit I should say. any help would be greatly appreciate it thank you.
https://www.reddit.com/r/anarchyonline/ ... _implants/

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Re: Improve Your Belt and NCU; An Introduction to Simple Laddering

Post by keune » Wed Mar 20, 2019 2:07 am

As I understand it, twinking is supposed to be difficult, especially for n00bs. This is the reason for pre-made implant shops. And this is the joy of mastering it later. Do not take away this joy from them. Give only basic guidance and let them make discoveries by themselves :)
There already is a perfectly written guide by Dredd for low level twinking.

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Re: Improve Your Belt and NCU; An Introduction to Simple Laddering

Post by Sferykal » Wed Mar 20, 2019 6:27 am

The topic is really difficult to approach, because every player ticks differently. From my own experience, some can soak up information in crazy amounts and while maybe not catching every detail, start rolling with that. Others need it delivered in a more piecemeal fashion. The other problem adding to that is the RK19 server, where all the effort to make things easier for beginners has been removed and you are dumped into the harsh reality of AO without any real introduction.

So, how to approach all this? From my viewpoint it helps having a modularized guide, properly inter-linked, which can also be used as a reference in the end. With something like that the only thing which really needs to be done for RK19:
  • Describe the start (greeting hall and decision there).
  • Describe how to get past the first few levels.
  • Explain the backyards for each side and where the important parts and pieces are. Maybe one of the backyards can be used to describe the former point and the other 2 can then exists just as a map, because they more or less contain the same stuff from an abstract point of view.
  • Include a list of the important items to get at the lower levels, maybe with item QL and when they can be blitzed for.
All the other things are part of a general AO guide, because they are in no way any different, and the higher the level cap gets on RK19, the less the differences to "normal" live (RK5) will be really, except for the start.
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Re: Improve Your Belt and NCU; An Introduction to Simple Laddering

Post by Higain » Thu Mar 28, 2019 12:38 pm

I'm still working on the guide. I know I should not have posted it as a work in progress. I was too busy to work on it this past week. That sloppy work performance is on me. I appreciate people pointing that out. This is the internet after all, not a coffee shop where I'm sitting with friends. I need to list and describe things with precision. I kinda forget that sometimes. Ironic considering the whole idea of this document is to bring clarity to a unclear process.

That said? I still can't quite get the document descriptions ordered properly. And the funny part about it is this- I've been thinking about it for quite some time but still can't get it right. It's kind of a frustrating place to be stuck at.

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Re: Improve Your Belt and NCU; An Introduction to Simple Laddering

Post by Sferykal » Sun Mar 31, 2019 9:34 pm

Writing good manuals/guides is an artform in itself. You wouldn't believe how bad things are in (supposedly) professional environments in this regard. So don't worry, keep on improving it. I remember reading an earlier version of your engineer guide a while ago, but didn't have the time to properly reply to that, either. One big point for such guides is always who are the persons you want to approach and then freeing yourself from all that thinking context and check whether what you've written makes still sense without this context or not. That is also the most difficult thing to get right. And then there are always technical detail issues, always! hehe :D
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Re: Improve Your Belt and NCU; An Introduction to Simple Laddering

Post by Higain » Sat Apr 06, 2019 10:34 am

Thanks for the encouragement. And I agree with the idea that nearly everything done well and worthy of it's craft includes a healthy component of what we might call artfulness. I admire the ability to present things with elegant simplicity. I just wish I could actually produce it here!

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