Breaking and Entry: A Froob buffing guide

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hahnsoo
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Breaking and Entry: A Froob buffing guide

Post by hahnsoo » Wed Dec 20, 2006 12:26 pm

Here's a little something that I've been working on:

Breaking and Entry Guide for Froobs (by Hahnsoo)
Last Updated: 6/11/07 (Go Patch 17.4)

This is a listing of the various items that froobs can use to buff their Breaking and Entry skill (or what I like to call "the 11th Tradeskill"). Throughout this guide, Breaking and Entry will be abbreviated as "B+E".

If you are looking for B+E buffs for full paying players, head to the official forums and go to this thread by Qwikz.

= Nanoprograms =
All of the Nanoprogram buffs are castable on others and can be purchased in the General stores (with the exception of Karma Harvest, which is QL 152 and therefore must be rolled or dropped).

* Karma Harvest (QL 152): +130/47 NCU, Fixer.
** This is the highest nanoprogram buff for B+E, and requires PM and SI of 700.

* Stack the Odds (QL 70): +79/22 NCU, Fixer.
** This buff requires PM and SI of 336.

* Crowbar Subtlety (QL 20): +32/7 NCU, Engineer.
** This buff requires PM and SI of 104 and stacks with the Fixer B+E nanoprogram buffs.

* Cracker's Luck (QL 14): +23/5 NCU, Fixer.
** This buff requires PM and SI of 75.

* Breaking and Entry Expertise (QL 10): +20/4 NCU, General.
** This buff requires PM and SI of 61, and stacks with the Fixer and Engineer buffs.

* Breaking and Entry Proficiency (QL 4): +10/2 NCU, General.
** This buff requires PM and SI of 31, and stacks with the Fixer and Engineer buffs.

= Weapons =
There are very few options for buffing weapons that improve B+E.

* Pirate - Sugarfree Rum: +2/+4 Dual-wielded
** These items can be purchased from the trader shop, and are easily equipped/dual-wielded.

* Light Miasma Beamer (QL 50 only): +12/+24 Dual-wielded, Fixer only
** These SMGs are dropped as boss loot, and are quite difficult and expensive to acquire.

* OT Hurler Factotum (QL 150): +20, Engineer only
** This Grenade launcher is dropped as boss loot.

* Manex STR 77 Neverland (QL 147): +26
** Rollable and drops in missions. The multiple weapon skill requirements, though, make this weapon less viable as a buffing weapon.

Note: The QL 300 Turn Spirit SMGs (Metropolis Blaster/Influencer), while not restricted for froobs, are practically impossible to equip due to their high skill requirements.

= Armor =
* Twelve-Fingered Graspers of Ljotur: +24, Hand, Unique.
** These odd gloves drop from Ljotur the Lunatic.

* Band of the Bear Claw: +21, R/L Finger, Unique, NoDrop, Enforcer only.
** Reward for the Jack Legchopper quest for Enforcers.

* Ring of the Falcon Talon: +21, R/L Finger, Unique, NoDrop, Adventurer only.
** Reward for the Jack Legchopper quest for Adventurers.

* Soft Ring with Fluff (QL 1-200): +1 to +18, R/L Finger, NoDrop.
** Hollow Island drop, requires Sense.

* Pick-a-Finger: +16, Right Finger
** Fixer shop item, usable at level 60+

* Cyborg Death Squad Armor Gloves (QL 1-200): +1 to +12, Hand, Fixer only.
** Drops from Cyborgs, requires Agility and Sense.

* Handy Steelribbed Gloves (QL 1-200): +1 to +12, Hand.
** Boss loot.

* Tech Gloves of the Rose (QL 1-200): +1 to +12, Hand.
** Not sure where these come from, requires Agility and Strength.

* Dirty Bioplast Overall (QL 200): +10, Back, Engineer and Trader only.
** Boss loot. An excellent tradeskill buffing item.

* Kevlar Wool Balaclava Helmet (QL 1-200): +1 to +10, Head, Agent only.
** Bought from the Fixer shop.

* Lollygagger's Monocle (QL 1): +8, Head, level 20+.
** Bought from Zoftig Blimp.

* Sharpshooter's Helmet (QL 100-200): +5 to +10, Head, Agent only.
** Made from the Sharpshooter's Chip and Kevlar Wool Balaclava Helmet.

* ICC InternOps Cloak (QL 50-100): +2 to +8, Back.
** Bought from the Fixer Shop, can be modernized as well.

* Average Gloves (QL 100): +5, Hand, Solitus only, NoDrop.
** Drops from Ian Warr, Mercenaries raid.

* Large Backpack - Black Button: +5, Back.
** Cheap, bought from any Container booth. The 200 Adventuring req., though, is pretty steep.

* Miiir Female Underwear - Piratical Nightwear: +3, Back.
** Social Clothing, thus not very good for buffing.

* Silly Ring (QL 1-200): +1 to +2, R/L Finger.
** Hollow Island drop.

= HUD/NCU =
Note that several of these items change your vision in a similar annoying manner to the Night Vision goggles.

* The HSR Detective (QL 200): +25, HUD2, Agent only.
** Drops from Special Agent Lamb.

* Mole Robot Retinal Filters (QL 1-200): +1 to +24, HUD2, Opifex only.
** Drops from Mole Robots, rarely found at QLs outside of 50-100.

* Lock Pick of Eight: +16, All HUD and Util, NoDrop, Fixer only.
** Made from a Hollow Island drop, Chip of the Eight combined with a Bomb Disarm tool. As with most Hollow Island drops, drop rate is less than 100%, from the 8th Brood Champion.

* Remains of AESA 10: +6, All Util, NoDrop, Engineer/Fixer/Trader only.
** Hollow Island drop.

Note: Star of the Enterprice, while technically wearable by a froob, is a Beast drop and thus not obtainable by froobs.

= Common Breaking and Entry tasks =
* Making an NCU Hacker Interface (Fixer only, HUD2) = 60 B+E
* Picking Door locks = 1 x (QL of the mission) for 100% success rate
** Less success rate at lower B+E, but task is repeatable on failure
* Picking Chest locks = 2.25 x (QL of the mission) for 100% success rate
** Less success rate at lower B+E, but task is repeatable on failure
* Hacking Sealed Weapon Receptacles = 3.5 x (QL of item)
* Hacking NCU memory = 3.75 x (QL of the Memory)
* Hacking Grafts = 4 x (QL of the graft) (? Untested)
** Also requires 1 x (QL of the graft) in NP (? Untested)
* Hacking Pharmacy Libraries and Surgery Clinics (for Treatment Libraries) = 4.25 x (QL of item)
** Also requires 4 x (QL of item) in CL
* Hacking an Omni Med Field Surgeon Cloak = 4.75 x (QL of cloak)
** Also requires 3.25 x (QL of cloak) in CL
* Cleaning implants = 4.75 x (QL of implant)
** Additional requirement of 1 x (QL of implant) in NP
* Hacking a Grey Cranium Nano Cloak = 6 x (QL of Cloak)
* Hacking Leather Armor/Steel-Ribbed Armor = 6 x (QL of Armor)
* Hacking Perennium Rifles/Assault Rifles = 7 x (QL of the Rifle)
* Opening Personal Safes (from Foreman's) = 253 B+E (QL 40) to 581 B+E (QL 100).
* Hacking a Small Obsidian Jar (IS drop) = 665 B+E
* Hacking an Obsidian Jar (IS drop) = 855 B+E
EDIT: I am told that the Lock Pick of Eight, when used in B+E processes, reduces the requirement of B+E by a significant amount (as much as 33%). However, as I'm not a fixer (although it's supposed to work with non-fixers) and I do not have a Lock Pick of Eight to test, I cannot confirm or deny this.
= Credits =
* auno.org for the items database
* anarchyarcanum and ao-universe.com for the B+E tasks
* Qwikz, for the very fine B+E buffing thread and the idea for this mini-guide.

"Women are like banks, boy; breaking and entry is a serious offence."
- Ed, "Entertaining Mr. Sloane" (1970)
Last edited by hahnsoo on Tue Jun 12, 2007 2:32 pm, edited 19 times in total.
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Post by itninja » Wed Dec 20, 2006 1:02 pm

Great reference! I totally forgot about the CDSA gloves adding to B&E.
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Post by Weeping Willow » Wed Dec 20, 2006 4:11 pm

cool guide F !

migth add nano-charge gun hacking for peren weapon...
think it's QL *7

and "* Cleaning implants = 4.75 x (QL of implant) " ask QL *1 in NP too :)
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Post by Thymoglobule » Thu Dec 21, 2006 1:58 am

Hacking symbio-graft (and boosted grafts) is usefull too.
I think that the B+E requirement is QLx2.5

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Post by Unkala » Thu Dec 21, 2006 8:45 pm

Thymoglobule wrote:Hacking symbio-graft (and boosted grafts) is usefull too.
I think that the B+E requirement is QLx2.5
AO-Universe's guide says you can hack up to a QL200 graft with only 47 B+E and 17 NP.
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Post by Thymoglobule » Fri Dec 22, 2006 2:15 am

I have made some good credz blitzing missions for a graft, have it hacked and selling it. WHen I had a bag full of grafts I had to tip a fixer or an engineer to do the job, beacause even with Karma Harvest I could not hack it myself (having no IP spent in B&E for now). I assure you that 47 B&E is not enougth. I don't think there is a NP requirement.

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Post by hahnsoo » Fri Dec 22, 2006 7:20 am

Unkala wrote:
Thymoglobule wrote:Hacking symbio-graft (and boosted grafts) is usefull too.
I think that the B+E requirement is QLx2.5
AO-Universe's guide says you can hack up to a QL200 graft with only 47 B+E and 17 NP.
That could be possibly a typo, meaning 4 x B+E and 1 x NP. Again, I'll have to do some in-game testing to find out.
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Post by Tyranii » Fri Dec 22, 2006 8:47 am

It's not. Any prof, of almost any level can hack a graft.
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Post by Pnunu » Fri Dec 22, 2006 9:45 am

Great work Hahnsoo...

I tagged this in the Knowledge Base Bookmarks stickie.
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Re: Breaking and Entry: A Froob buffing guide

Post by GDB2222 » Mon Mar 16, 2009 5:44 am

In case it helps: I just hacked a ql 29 graft with only 55 B+E. I can't think of a graft recently that I haven't hacked straight away (with other toons with varying b+e).
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Re: Breaking and Entry: A Froob buffing guide

Post by Pnunu » Mon Mar 16, 2009 8:59 am

Fixed the link to Qwikz's quide on the official forums for paid players.

Also added an additional froob-friendly item to this list (Lollygagger's Monocle).
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Re: Breaking and Entry: A Froob buffing guide

Post by Rain » Mon Mar 16, 2009 5:08 pm

Different types of Grafts (AC / Heal / Shield / ..) require different amount of B&E.
I think it varies from ql x1 up to ql x4, but I assume no one ever bothered to create a full list for that.
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