I didn't know where to put this, and because it's only partly related to soldiers, it has a lot of things which are useful for other professions as well.
I will add comments in italics, they do either explain some basic stuff about twinking or additional comments.
I won't present it like I did it, because there were a couple dead ends I had run into, which you don't need to experience as well. In the end this shouldn't be seen as the definitive guide, but as a pool of ideas, which you can use on other characters or on a similar leveled soldier twink.
- Opifex soldier
- 303 STR, 315 AGL, 306 STA, 306 INT, 310 SEN, 225 PSY (not maxed)
- 410 CL, 411 treatment, 82 multi ranged, 83 rifle, 83 pistol
- some Burst and Full-Auto skill (normal weapon skills for a soldier)
QL200 implants in most of the implant slots. QL200 implants need 951 treatment (951-411 = 540 treatment to buff somehow) and 404 in one of the abilities. With Jobe clusters it is even worse, but personally I don't use them, so I ignored these.
Lets count together what we have:
- med suit, full set, +78 treatment
- QL 75 Physician's Cap, +6 treatment (225 STA, 225 PSY, TL3)
- QL 75 Biomech Armor Cloak, +4 treatment (211 PSY, 193 STA)
- Collar of Amplification, +7 treatment (400 CL)
- Ring of Presence, +2 treatment, INT, CL; two times = +4 trt, INT, CL
- QL 22 Quartz rifle, +10 treatment
For all those who are not that familar with the AO skill system, I will add some more information here. Every skill in AO is based on one or more abilities, e.g. treatment is based on intelligence (50%), agility (30%) and sense (20%). That means raising agility and sense by lets say 100 has the same effect like raising intelligence by 100. Infact, with 100 more intelligence you get 100*0.5*0.25 = 12.5 more treatment in the end. The factor of 0.25 is always applied, the 0.5 is this 50% mentioned above.
If you buff INT by 12, AGL by 37 and SEN by 27, you get: (12*0.5 + 37*0.3 + 27*0.2) * 0.25 = 5.625 (~5) as an increase in treatment.
This effect is called trickledown, and will play an important role in the twinking process.
- SFA (Superior First Aid, Doctor), +80 treatment, 37 NCU
- treatment expertise, +20 treatment, 4 NCU
- FG (Feline Grace, Agent), +25 agility, 17 NCU
- ES (Enhanced Senses, Agent OR via Boosted/Symbio-Graft), +15 sense, 9 NCU
- INT, AGL & SEN boost (+12 each, 3 NCU each)
While implanting we use a stationary surgery clinic, which gives another +100 treatment for the process.
Total sum: 109+105+100 = +314. This equals a treatment value of 725, which is enough for low QL150ish implants (QL152 max).
Because the treatment will be very tight in the end, every point counts. That's why we will not just use the next best treatment library we run over, but a really good one, the higher, the better. A friend had a QL155 treatment library over, so I took this one (which is actually a shame, QL157+ libraries give +15 treatment instead +14).
Anyway, lets look what we got: about 150ish implants, if we want to mess around a bit, we can use treatment implants already, and replace them again with CL implants (CL and treatment skills share the very same slots in all 3 possible locations).
CL = computer literacy skill.
Implants have "slots", which can be filled. These slots are named: shiny, bright and faded. These slots are filled with so called clusters, which add to an ability, skill or something else (e.g. HP, AC, or even XP-Bonus, shielding, damage modifier etc.). For every implant type (e.g. head, eye, right hand, ...) there is a fixed set of clusters, which can be used with these.
For every skill/ability/... there exist only 3 clusters in total: one shiny, one bright and one faded. If you implant all 3, this skill/ability/... is called "triple-implanted". The shiny cluster makes up 50% of the total bonus, the bright 30%, and the shiny 20%.
Triple-implanted abilities are increased by (QL[implant]/2+10), e.g. QL200 implants raise triple-implanted stamina by 200/2+10 = 110.
Triple-implanted skills are increased by (QL[implant]+10), e.g. QL150 implants raise computer literacy by 150+10 = 160.
If you have different QLs of the implants, calculate the total for triple-implanted, and then multiply it with the respective percentage shown above, e.g. a QL126 treatment head gives: (126+10)*0.5 = 68 treatment. (Head gets a shiny treatment cluster, hence 50% aka 0.5 as factor.)
If we extrapolate this, we have: ~160 CL bonus from implants and +20 from CL expertise, makes +180 bonus for a total of 410+180 = 590 CL. This leaves more than 30 CL to go. 20 CL can be covered by equipping a QL44 Beyer pistol, 5 by a Salesman's Hat, 4 are covered by 2x Ring of Presence. Trickledown is 12*0.25 = 3 from INT boost. Makes a bonus of 32, for a total of 622 CL, exactly what I needed.
In reality things went a bit different. I had a QL129 Treatment Library already installed (giving +12 treatment). Knowing, that I will need every single point of treatment, I opted for a high QL 140ish Treatment Library (giving +14). By sheer luck someone of my org replaced his QL155 TL with a QL200 one. I had some QL140ish CL implants handy already, but lacked a bit more CL then. I decided to dual-wield these pesky QL44 Beyer pistols without spending one IP into MR (Multi-Ranged). First thing was to get treatment up and beyond all means, by stacking them up the way described further below. I got a QL185 right wrist, QL191 left wrist and some higher QL eye (couldn't find it anymore, probably recycled in the process to a new eye.). I ended up with exactly 293 MR, used a Juggler's Treat as ring and had 303 MR then to dual-equip these pistols (using Extreme Prejudice from an engineer to buff pistol skill by 120).
Treatment without implants: 725+14 = 739.
Virral Triumvirate Eggs
The most trickledown comes from INT, so it's probably good to fill empty slots with treatment (we did that already) and INT buffing equipment (that's what we will do here). VTEs need 321 in INT (with an INT boost we have this already: 306+12+2*2 = 322) and 321 in PSY (with PSY boost we still need 321 - 2*2 - 12 - 225 = 80 PSY). Instead of making new implants, I decided to look up the stuff I had on my doctor, and found the following implants: QL 142 head (+40 PSY), QL 106 ear (+13 PSY) and QL 126 chest (+22 PSY), for a total of 75 PSY, lacking 5 PSY, which I covered by using some Nova Dillon armor pieces.
That allowed me to equip two of these VTEs, one in each shoulder.
Treatment bonus: 2*15*0.5 * 0.25 = 3.75, with the above mentioned overflow it will become ~4.
Treatment without implants: 739+4 = 743.
On a sidenote: These VTEs are not mine. Friends from the org I'm in borrowed me these for the twinking. Thanks guys! This also means, you don't need to own every single piece of equipment I used here, if you have friends who will borrow you this or that. Makes things easier for everyone
Now, while the Physician's Cap and the Biomech armor cloak are not bad, they could definitively require an update, especially the cloak. With the above installed VTEs we have like 321+30 = 351 PSY. Looking at a database (auno.org, aomainframe.info), we will find that at QL123 the treatment bonus of the Biomech armor steps up from 6 to 7, with a PSY requirement of 342. That's just perfect, and having a higher level alt at a level where I could blitz QL123 Biomech armor, this was easily obtained.
Treatment bonus: -6-4 +7+7 = +4
Treatment without implants: 747 (that's a bit more than 200 to go with implants).
Stepping treatment and ability implants
Aside of the QL144 implants, which I had used from level 75 on, I already tried this step before updating the treatment library, biomech armor and adding VTEs. My calculations were a bit off, though (forgot the 0.25 factor in trickledowns ...), so I got stuck in the stepping process and was forced to rethink the whole thing.
I won't go into much detail here, instead I will explain what is needed to get treatment up and how the stepping works. The above mentioned first attempt lacked some details I will add here.
What implants do we need?
- Head implant with treatment (shiny) and sense (faded).
- Eye implant with treatment
- Right hand implant with treatment and some bright cluster making this implant agility based (e.g. fast attack).
- Chest implant with sense (shiny) installed (make it agility based by added strength (faded), for example).
- Waist implant with fireAC (shiny), sense (bright) and agility (faded).
- Leg implant with agility (shiny) and stamina (bright).
- Feet implant with agility (bright).
- Ear implant with intelligence (faded) and concealment (bright) (to make it agility based).
Then you put in the bright based implant and last the faded. For treatment this means first the head, then the eye and then the right hand.
Now comes the stepping: Removal of the head, and replace it with a higher QL head. Due to the bonus the eye and the right hand still give, you will be able to put in a higher QL head than before. Same can be done with the bright based and the faded based implants, _if_ it will result in an increase (especially faded implants tend to stick at the same result, because they need a big increase in QL to step up once).
The trick here are the sense clusters and the INT ear, which I didn't use in the beginning, but make up for a number of treatment points (sense gets boosted by over 100 in the end just from implants, thats 100*0.2 * 0.25 = 5). Together with over +100 AGL implants (~7.5) and this INT ear (~2.6) it results in a bonus of about 15 treatment!
A thing I should note here: Getting the implants in the right QLs can be pretty damn hard sometimes, I had the luck of being a packrat and having a collection of many higher QL implants from QL150 on. Precalculating everything is probably a good thing (if done correctly *ahem*), the the other way is to do it iteratively, e.g. doing new calculations after each step.
Anyway, so you can see how the things progressed, I have made 2 setups at auno.org to show these things in more detail:
- First setup. 935 treatment fully buffed. As you see, I had my first VTE in already (lacked a second at that point still). The implants are purely treatment based, still. Pretty high QL +AGL implants (waist, leg, feet) in use.
- Second setup. 960 treatment fully buffed. This is the final setup I used. Ql123 Biomech, a second VTE, a +3 Ring of Presence (borrowed like the VTEs), and added sense + intelligence implants. The head and the right hand implant got fine tuned, means they were pushed to the maximum possible QL. This is especially important for the head, because it has treatment in the shiny cluster, and thus increases even in low QL steps. 960 seems a bit overboard, but that's good, because the final setup won't have any sense nor intelligence implanted, and 960 is exactly the amount I needed to remove these additional +SEN and +INT implants and stay at exactly 951.
Note: This setup gives 323 treatment unbuffed and without trickledowns (= ~939 treatment total with NCU buffs). Add trickledowns from the implants and equipment, and you will end up with more than 951 treatment.
With all that done, and enough treatment + high abilities (agility, stamina and sense allow for QL200 implants) you can fill the empty slots now with QL200 implants of your choice. I pushed the things a bit further, which means in the end I can have all but 3 implants (unfortunately 3 of the most important ones for soldiers) at QL200.
The remaining implants should be weighted by importance and ripped out + replaced by the final implants in that order (so you get the highest QL for the most important, still).
First off, the last part is a bit short for the fact it's one of the important parts. I shortcutted it mostly because I'm a bit lazy . On the other hand I guess only those with some experience in twinking (and the necessary resources) will do something like this, and I expect them to know what they are doing there
Anyway, as it seems it's possible to squeeze (at least an opifex) soldier at level 100 into QL200 implants, although the way to the goal is a very bumpy and uncomfortable one. Looking at how much overboard you can go, and that I haven't reached even the maximum possible treatment (e.g. there could be another Ring of Presence +3, and some more squeezing in the end, e.g. the eye implant), I bet that other races should be able to do a similar thing.
So, good luck, if you have questions or ideas (I tend to forget stuff regulary) and corrections, add them for everyones benefit