Difference between revisions of "Breakpoints"

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(PBRB correction & format. Icons. Miy's Ranged formula & BPts)
(Pic, Miy's finished for now)
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The term used by players to describe the lowest Quality Level (QL) at which a given item gives a particular bonus. Armor protection and weapon strength are typically more powerful each level, but the bonuses that may be found on them are many levels apart. Thus, a peculiarity of the interaction of the AO Quality Level and ability requirement systems is that items of a higher QL than the breakpoint are, with respect to their requirements, less desirable than those at the breakpoint. Other equipped items such as Utilities, which unlike armor and weapons have no additional benefit per level, are unequivocally superior at breakpoint.
 
The term used by players to describe the lowest Quality Level (QL) at which a given item gives a particular bonus. Armor protection and weapon strength are typically more powerful each level, but the bonuses that may be found on them are many levels apart. Thus, a peculiarity of the interaction of the AO Quality Level and ability requirement systems is that items of a higher QL than the breakpoint are, with respect to their requirements, less desirable than those at the breakpoint. Other equipped items such as Utilities, which unlike armor and weapons have no additional benefit per level, are unequivocally superior at breakpoint.
 
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[[Image:SekutekFlare.png|thumb|right|350px|Sekutek Chilled Plasteel Armor is an easily obtainable armor with a flashy look that gives bonuses to Intelligence and Strength]]
 
= [[Armorsets|Armor]] =
 
= [[Armorsets|Armor]] =
 
== [[Biomech Armor ]] ==
 
== [[Biomech Armor ]] ==
 
<aoicon>142692</aoicon><aoicon>142646</aoicon><br>
 
<aoicon>142692</aoicon><aoicon>142646</aoicon><br>
Biomech Armor Helmet becomes +6 Treatment, higher than Stalker Helmet, at QL101. It becomes +7 Treatment, higher than Physician's Cap, at QL123. All other pieces are inferior to the Omni-Med Suit, with the exception of the Biomech Armor Cloak, which is irreplaceable.
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Biomech Armor: Up to +10 Treatment at 189. Every 22 levels starting at +6 at 101: 101, 123, 145, 167, 189. It is not readily available before QL 100; the highest QL is 200.
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* The Helmet becomes +6 Treatment, higher than the fixed bonus from the [[Stalker Helmet]], at QL101. It becomes +7 Treatment, higher than the maximum bonus from the [[Physician's Cap]], which is a [[leveling item]], at QL123.  
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* Biomech Armor Cloak is irreplaceable by any other armor.
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* All other pieces are inferior to the [[Omni-Med Suit]], with its fixed QL and bonuses, for the purposes of Treatment bonus.
 +
 
 
== [[Carbonum Plate Armor]] ==
 
== [[Carbonum Plate Armor]] ==
 
<aoicon>162437</aoicon><aoicon>162432</aoicon>
 
<aoicon>162437</aoicon><aoicon>162432</aoicon>
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<aoicon>160337</aoicon><aoicon>246314</aoicon>
 
<aoicon>160337</aoicon><aoicon>246314</aoicon>
 
Bonuses to Agility Psychic and Sense. +1 to +5: QLs 1, 26, 76, 126, 176.
 
Bonuses to Agility Psychic and Sense. +1 to +5: QLs 1, 26, 76, 126, 176.
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== Miy's Armor Sets ==
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'''Set bonuses in common'''
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Not currently in game: Cloak: Up to +10 to all abilities.
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=== Miy's Formulas and Derived Breakpoints ===
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 +
<sup>1</sup> Up to +8: +1 every 42<small>2/3</small> after QL 66: 1, 23, 66, 108, 151, 194, 236, 279<br>
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<sup>2</sup> Up to +11: +1 every 30 QLs: 1, 16, 46, 76, 106, 136, 166, 196, 226, 256, 286.
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<sup>3</sup> Up to +14: +1 every 23 QLs: 1, 13, 36, 59, 82, 105, 128, 151, 174, 197, 220, 253, 286, 289.<br>
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<sup>4</sup> Up to +15: +1 every 21<small>1/3</small> QLs, rounded down, after QL 34: 1, 12, 34, 55, 76, 98, 119, 140, 162, 183, 204, 226, 247, 268, 290.<br>
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<sup>5</sup> Up to +16: +1 every 20 QLs, rounded down, after QL : 1, 11, 31, 51, 71, 91, 111, 131, 151, 171, 191, 211, 231, 251,271, 291.
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<sup>6</sup> Up to +17. +1 every 18<small>2/3</small> QLs, rounded down, after QL 30: 1, 11, 30, 48, 67, 86, 104, 123, 142, 160, 179, 198, 216, 235, 254, 272, 291.<br>
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<sup>7</sup> Up to +22. There is no easily discernible formula. It is a +1 ''mostly'' every 14 QLs. The breakpoints that are 15 QLs higher than the previous are 66, 123, and 194.  1, 9, 23, 37, 51, 66, 80, 94, 108, 123, 137, 151, 165, 179, 194, 208, 222, 236, 251, 265, 279, 293.<br>
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<!-- not currently in game <sup>5</sup> Up to +10: 1, 18, 51, 85, 118, 151, 184, 217, 251, 284<br> -->
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<!-- NCU memory should be added, & the other ranged bonuses, if anyone can be bothered -->
  
 
== [[Miy's Melee Armor]] ==
 
== [[Miy's Melee Armor]] ==
<aoicon>268851</aoicon>
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'''Bonuses in addition to the common set bonuses'''
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{|
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| <aoicon>268853</aoicon> Gloves: Up to Agility +17.<sup>6</sup>
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| <aoicon>268857</aoicon> Legs:  Up to Sense +15.<sup>4</sup>
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| <aoicon>268855</aoicon> Sleeves: Up to +16 1 Hand Blunt and 1 Hand Edged.<sup>5</sup>
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|}
  
 
== [[Miy's Nano Armor]] ==
 
== [[Miy's Nano Armor]] ==
<aoicon>268837</aoicon>
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'''Bonuses in addition to the common set bonuses'''
 
 
== [[Miy's Ranged Armor]] ==
 
 
 
 
{|
 
{|
| <aoicon>268863</aoicon> Body: Up to Str +17.<sup>4</sup>  Up to Stamina +22.<sup>5</sup>
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| <aoicon>268837</aoicon> Body: Up to +16 Time and Space.<sup>5</sup>
| <aoicon>268871</aoicon> Boots: Up to Str +15.<sup>3</sup>
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| <aoicon>268845</aoicon> Boots: Up to +16 Sensory improvement.<sup>5</sup>
|- 
 
| <aoicon>268865</aoicon> Gloves: Up to Agility +17.<sup>4</sup> Up to Sense +15.<sup>2</sup>
 
| <aoicon>268861</aoicon> Helm: Up to Intelligence +22.<sup>5</sup>  
 
 
|-
 
|-
| <aoicon>268869</aoicon> Legs: Up to Agility +22.<sup>5</sup>  
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| <aoicon>268839</aoicon> Gloves: Up to +16 Matter Creations.<sup>5</sup>
| <aoicon>268867</aoicon> Sleeves: Up to Psychic +14.<sup>2</sup> Up to +8 Pistol and SMG.<sup>1</sup>
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| <aoicon>268834</aoicon> Helm: Up to Sense +15.<sup>4</sup>. Up to +16 Biological metamorphosis.<sup>5</sup>
 
|-
 
|-
| <!-- not currently in game <aoicon>270341</aoicon> Cloak: Up to +10 to all abilities.<sup>5</sup> -->
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| <aoicon>268843</aoicon> Legs: Up to +16 Psychological modifications.<sup>5</sup>
|}  
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| <aoicon>268841</aoicon> Sleeves: Up to +11 Psychic.<sup>2</sup> +8 Matter metamorphosis.<sup>1</sup>  
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|}
  
=== Ranged Formulas and Derived Breakpoints ===
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== [[Miy's Ranged Armor]] ==
 
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'''Bonuses in addition to the common set bonuses'''
<sup>1</sup> Up to +8: +1 every 42<small>2/3</small> after QL 66: 1, 23, 66, 108, 151, 194, 236, 279<br>  
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{|
<sup>2</sup> Up to +14: +1 every 23 QLs: 1, 13, 36, 59, 82, 105, 128, 151, 174, 197, 220, 253, 286, 289.<br>
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| <aoicon>268863</aoicon> Body: Up to Strength +17.<sup>6</sup>
<sup>3</sup> Up to +15: +1 every 21<small>1/3</small> QLs, rounded down, after QL 34: 1, 12, 34, 55, 76, 98, 119, 140, 162, 183, 204, 226, 247, 268, 290.<br>
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| <aoicon>268865</aoicon> Gloves: Up to Agility +17.<sup>6</sup>
<sup>4</sup> Up to +17. +1 every 18<small>2/3</small> QLs, rounded down, after QL 30: 1, 11, 30, 48, 67, 86, 104, 123, 142, 160, 179, 198, 216, 235, 254, 272, 291.<br>
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| <aoicon>268867</aoicon> Sleeves: Up to +8 Pistol and SMG.<sup>1</sup>  
<sup>5</sup> Up to +22. There is no easily discernible formula. It is a +1 ''mostly'' every 14 QLs. The breakpoints that are 15 QLs higher than the previous are 66, 123, and 194. 1, 9, 23, 37, 51, 66, 80, 94, 108, 123, 137, 151, 165, 179, 194, 208, 222, 236, 251, 265, 279, 293.<br>
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|}
<!-- not currently in game <sup>5</sup> Up to +10: 1, 18, 51, 85, 118, 151, 184, 217, 251, 284<br> -->
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<!-- <aoicon>268871</aoicon>Ranged Boots,  , <aoicon>268861</aoicon> Helm, <aoicon>268869</aoicon> Legs  -->
<!-- NCU memory should be added, & the other ranged bonuses, if anyone can be bothered -->
 
 
== [[Miy's Tank Armor]] ==
 
== [[Miy's Tank Armor]] ==
<aoicon>268875</aoicon>
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'''Bonuses in addition to the common set bonuses'''
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{|
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| <aoicon>268875</aoicon> Body: Up to Strength +17.<sup>6</sup>
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| <aoicon>268883</aoicon> Boots: Up to Stamina +15.<sup>4</sup>
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| <aoicon>268879</aoicon> Sleeves: Up to +8 Melee Energy.<sup>1</sup>
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|}
  
 
==  [[Nova Dillon Armor]] ==
 
==  [[Nova Dillon Armor]] ==
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Not available below QL100. Base critical chance +1. At 112, +2. <br>
 
Not available below QL100. Base critical chance +1. At 112, +2. <br>
 
Thereafter, +1 every 23 Quality Levels with one exception, only 22 QL to 180 <br>
 
Thereafter, +1 every 23 Quality Levels with one exception, only 22 QL to 180 <br>
+3, QL 135 +4, QL 158 +5, QL 180 +6, QL 203 +7, QL 226 +8, QL 249.<br>
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+3, QL 135   +4, QL 158   +5, QL 180   +6, QL 203   +7, QL 226   +8, QL 249.<br>
 
The maximum possible is QL 275 (found in a chest by a fixer with 10% added QL to loot (250x 1.10 = 275).<br>
 
The maximum possible is QL 275 (found in a chest by a fixer with 10% added QL to loot (250x 1.10 = 275).<br>
 
Not documented but possible given the information above: +9 at either QL 271 or, more probably, 272.   
 
Not documented but possible given the information above: +9 at either QL 271 or, more probably, 272.   

Revision as of 23:58, 24 February 2010