Nano Delta and Psychics Tickrate for froob

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Lostu

Nano Delta and Psychics Tickrate for froob

Post by Lostu » Fri Jul 06, 2007 1:57 am

Inspired by the heal delta thread I list something about nano delta. This won't be as thorough though. I have also received lot of "what is the 10s tic limit" questions so here is the answer.

There are few fundamental differences between nano delta and heal delta. First with nano delta the best tic rate can be achieved with reasonable setup. Second is that nano delta can make incredible difference, unlimited nano in extreme cases (with heal delta this would be close to immortality). Nano delta is also more simple as there is no difference between sitting and standing positions.

The Ticrate:

480 Psychics => 12 Sec.
540 Psychics => 10 Sec.
600 Psychics => 8 Sec.
660 Psychics => 6 Sec.
720 Psychics => 4 Sec.
780 Psychics => 2 Sec.

The regeneration:

The amount of nano delta you get is:

Base + (BodyDev / 100) + nano delta items/buff

I need to check the bases but I believe they are 4 for nanomage, 3 for opi/sol, 2 for atrox.

Implants:

This is the tricky part. Shiny psychics is in head, where every nano skill is also located. Also other psychics cluster conflict with important skills so lot of trouble is to be expected.

Shiny psychics - head (conflicts every nano skill).
Bright psychics - chest (conflicts BM and MM).
Faded psychics - ear (conflicts PM).

Shiny nano regeneration - right wrist (conflicts Pistol).
Bright nano regeneration - right arm.
Faded nano regeneration - feet.

Shiny nano cost - waist.
Bright nano cost - ear.
Faded nano cost - left arm (conflicts MM).

Interesting Items:

Auno hase nice list to start: http://auno.org/ao/db.php?cmd=search&it ... esize=1000

Virral Triumvirate Egg +30 psychics from a pair
Shades of Lucubration +30 psychics, nanomage only
Fly Catcher's Specs +20 psychics
Shapeshifter's Vest +10 psychics, adventurer, engineer, fixer or doctor only.
Miy's Nano Armor Sleeves +24 from a ql 243 pair. (All miy's armor go but nano armor should be easiest.)
Arms of the Servants of Eight +20 psychics from a pair.
Kirch Kevlar Armor +5 psychics every piece.
I am the Owl +16 from a pair. Level 186+ NM.
Ring of Presence+8 from a pair for level 167+.

O.E.T. Co. Maharanee, +50 psychics +50 intelligence from a pair,
Galahad Inc T70 Beardsley, +50 psychics +40 PM from a pair.
Vektor ND DRAGON Shotgun, +25 psychics, 8-386 (812) dmg.
Last edited by Lostu on Fri May 30, 2008 6:05 am, edited 8 times in total.

Lostu

Post by Lostu » Fri Jul 06, 2007 2:11 am

There has been lot of experiments going on lately by doctors. For a doctor the benefit is pretty clear as running out of nano is the most dangerous situation. Unfortunately as previous post shows doctors also have most trouble with the cluster conflicts as BM/MM and PM are the skills that need most buffing.

My setup is the non-DD setup with 2 sec nano delta and as much armor and hp as I could get. Almost all important nanos with only UBT is missing. With MP/NT and Crat buffs it can chain cast CH easily. I have adverticed that setup more than you wan't to hear alredy, but I think but it has to be mentioned here imho :D. In my pvp experiments it has been incredibly strong, though I have never faced experienced pvp specialist.

I would like to see others post their setups and little discussion about it. Achnadoc is going for 6s nano tic solitus DD doc, for example. I would also like to hear how other professions use nano delta.

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Post by Weeping Willow » Fri Jul 06, 2007 3:10 am

There's a post by Hahnsoo somewhere where he explained how he got 2 sec nanotick, and how usefull it was for his trader ...

then again, trader have better time than doc to implant psychic thx to the drain ...
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Post by hahnsoo » Fri Jul 06, 2007 11:54 am

The Ljotur Chest piece gives +7 Psychic (but it looks so hideous on a male or trox that you might want something to cover it).

Virral Triumverate Eggs in both Shoulders are almost required, for most Psychic setups.

For Traders, we have the Bag of Exchange, which gives +7 to one Ability in exchange for -7 to another, and this is changed by right-clicking the bag.

I also use Anything in both wrists, which is +2 Psychic Each.

Finally, I Am The Owl gives up to +8 Psychic.
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Post by Weeping Willow » Thu Aug 16, 2007 4:44 am

The nw Miy's Nano armor sleeves are a good change from Arms of servent of 8.

They give +10 PSY much sooner that servents of 8 because of the level lock of the SO8, and go up to +12 for a QL 250ish which seems to be the max QL at the time being for this armor.
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Post by Unkala » Thu Aug 16, 2007 10:28 pm

Weeping Willow wrote:The nw Miy's Nano armor sleeves are a good change from Arms of servent of 8.

They give +10 PSY much sooner that servents of 8 because of the level lock of the SO8, and go up to +12 for a QL 250ish which seems to be the max QL at the time being for this armor.
All the Miy's sleeves give a Psychic bonus. In fact, all of them give the same Psychic bonus at the same QL. You don't need to use the Nano variety. Use whatever matches your highest stats, you'll get a higher QL on and a higher bonus from it.

Even more Psychic can be found on, and only on, the Miy's Nano helmet.
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Post by Weeping Willow » Thu Aug 16, 2007 11:39 pm

well, as a froob trying to reach the 2sec tick, you ll most probably be Nanomage :)

So Miy's nano aromor is probably the best bet ...
And Shades of Lucubration are still "better" than other head armor in this case too ...

But yes, all Miy's sleeves can be used.
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implant

Post by Belegrr » Fri May 30, 2008 4:10 am

I just found a nano delta Bright cluster in a mission. (ql.44)
It looks like a faded one though as it has just one star in it not two. I bought a right arm implant (44) and Breaking and Entering (43) and a Radiation Cluster (47). I gave them someone to put together, but he had problems with the nano cluster...
The clusters you cant buy in shops, are they available for Froobs?
I thought I'd ask as I really wanted the imp for my Crat.
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Post by DocJones » Fri May 30, 2008 4:17 am

hahnsoo wrote:Finally, I Am The Owl gives up to +8 Psychic.
... and is dual wearable on both fingers ...
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Re: implant

Post by Agentcrt » Fri May 30, 2008 5:19 am

Belegrr wrote:I just found a nano delta Bright cluster in a mission. (ql.44)
It looks like a faded one though as it has just one star in it not two. I bought a right arm implant (44) and Breaking and Entering (43) and a Radiation Cluster (47). I gave them someone to put together, but he had problems with the nano cluster...
The clusters you cant buy in shops, are they available for Froobs?
I thought I'd ask as I really wanted the imp for my Crat.
By the way I'm on Rimor.
As far as i heard Jobe implants can only be made from lvl 99+ as 99 is TL2 req, 100 has TL3 req. (or its TL3 TL4...) So you cant make ql 44 jobe implant - thats first one and 2nd one nano delta would not help you that low since you'd get some small nano every ermmm 20 seconds?!

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Re: implant

Post by Vabla » Fri May 30, 2008 5:26 am

Belegrr wrote:I just found a nano delta Bright cluster in a mission. (ql.44)
It looks like a faded one though as it has just one star in it not two. I bought a right arm implant (44) and Breaking and Entering (43) and a Radiation Cluster (47). I gave them someone to put together, but he had problems with the nano cluster...
The clusters you cant buy in shops, are they available for Froobs?
I thought I'd ask as I really wanted the imp for my Crat.
By the way I'm on Rimor.
I don't consider nano delta clusters to be jobe clusters as they are rollable.
Jobe clusters can be bought in jobe. Just hire someone with expansions to get them for you.
Oh and jobe implants don't exist below QL 100.
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Re: implant

Post by hahnsoo » Fri May 30, 2008 7:36 am

Agentcrt wrote:As far as i heard Jobe implants can only be made from lvl 99+ as 99 is TL2 req, 100 has TL3 req. (or its TL3 TL4...) So you cant make ql 44 jobe implant - thats first one and 2nd one nano delta would not help you that low since you'd get some small nano every ermmm 20 seconds?!
Not quite correct. You cannot have Jobe implants below QL 100. At exactly QL 100, it is TL3 locked, and above that, it gains TL4 lock. Nano Delta, although not having Jobe in its name for clusters, is indeed a Jobe cluster and follows the rules of Jobe clusters, EVEN though the Nano Regeneration clusters are rollable below QL 82 (the lowest possible Faded that would fit in an implant).
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Re: implant

Post by Pnunu » Fri May 30, 2008 7:56 am

Vabla wrote:I don't consider nano delta clusters to be jobe clusters as they are rollable.
Jobe clusters can be bought in jobe. Just hire someone with expansions to get them for you.
Oh and jobe implants don't exist below QL 100.
While they are indeed rollable, Nano Delta clusters are still Jobe clusters. (1) The requirement to build them is not simply Nano Programming. (2) The requirements to equip an implant containing Nano Delta are not the "standard" requirements (higher treatment, higher base ability, title level lock). (3) FC says so: Feet Implant: Nano Delta, Faded Jobe
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Post by Vabla » Fri May 30, 2008 8:57 am

I didn't say they aren't jobe clusters. I said I don't consider them to be. And nano/heal delta is almost completely useless at low levels.
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Post by Ferengi » Fri May 30, 2008 1:43 pm

Vabla wrote:nano/heal delta is almost completely useless at low levels.
"almost" nope

rwrist+rarm+foot, only someone REALLY needing something like pistol wouldn't want those. For instance any kiting NT, my ToTW engi twink, a styg enforcer (i.e. one not needing brawl), ... some crats but not mine.

Glad I saw this, I had found a jobe rarm, and now I'll make a rwrist and foot for that engi, who drinks nano like crazy while BWing in a group.
Adios, thanks for the fish

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