Bio Engineer Archive

Thread: Odd stuff with resists

Halthron
Thu Jan 13, 2005 9:55 pm
#1

Today I tried creating two pets. They were multigen since the specials weren't quite sticking the way I wanted. I started off with four pieces of DNA with 60 kinetic and 7 or 8 blast (two of each) with everything else vulnerable. These went in the Mind and agression slots. I used Narglatch Hunter in the Psych slot and MH in slots 1 & 2. Intial combine returned a critter with:

Kin: 60
En: Vuln
Bl: 40
He: 40
Co: 40
Ele: Vuln
Ac: 40

I went and checked the DNA lab just be sure I hadn't gone suddenly stupid and confirmed that Heat, Cold and Acid should have been vulnerable. I repeated the experiment with the other two pieces of DNA and came up with the same result.

Before I submit a bug report I wanted to ensure I wasn't misunderstanding the way it's supposed to work and see if anyone else was having a problem.
Halthron
Thu Jan 13, 2005 10:17 pm
#2

It should be said that other than kinetic, the other resists were all effective on the final product.
droid327
Thu Jan 13, 2005 11:55 pm
#3

what was the donor DNA for those two second-gen samples?



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
Halthron
Fri Jan 14, 2005 12:49 am
#4

I think it was more like 5th gen at that point but it shouldn't matter as long as the resists were marked as vulnerable.
Halthron
Fri Jan 14, 2005 2:32 am
#5






droid327 wrote:

For example, say, you combine a DNA template that gives you a final energy rating of -43%. It will say "vulnerable" on the template, but if you resample and recombine that DNA, it will calculate your next template using the value of -43%, not -99%, so you can get phantom resists resurfacing as the DNA is diluted with other, higher resist samples in subsequent generations.




And that's the part I didn't know. Thanks for the info!

LloydPickering
Fri Jan 14, 2005 2:46 am
#6






droid327 wrote:

well thats the rub - in wild DNA, vulns are calculated as -99 special resists. However, in subsequent generations, the results will still say "vulnerable" for any resists under 0. For example, say, you combine a DNA template that gives you a final energy rating of -43%. It will say "vulnerable" on the template, but if you resample and recombine that DNA, it will calculate your next template using the value of -43%, not -99%, so you can get phantom resists resurfacing as the DNA is diluted with other, higher resist samples in subsequent generations.







But that wouldn't really explain why the resists were 40% each over the three stats. If all of your donors have vuln it should stay vuln. If there are enough resists tocancel the-99 I don't really see how it could get up to 40% withoutrealising.


What you are saying is correct, howver I don't think that's what happened in this situation because of the extremely high resists to jump up from vulnerable.


Assuming in the last template it was -1 to all the three stats, then the donor resists would have to be 42 inthe three statsto remove the vulnerability up to a level of 40. Either there's a bug, or something with very high resists has been added by accident, after all it isnt too likely that it was on -1 vulnerability for allthe threestats.


As it was not a one off template, and happened a second time, it is unlikelythat the wrong DNA was added, so I wouldsay itcould bea bug.


The full recipe might help, but if its a bug, it won't matter as the donors couldnt tell us why it came out that way.




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Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
droid327
Fri Jan 14, 2005 2:52 am
#7

well you're right about that- this sounds like it could have something to do with the old MDH/Kamurith armor-and-effective-resists bug/problem, where creatures with armorand no special resists can boost up effective resists if armor isnt carried over into the final template, since armor is tied to effective resists, thats why they go back to 0 when your fort bumps from 499 to 500. Thats why I was asking about the earlier generational DNA, to see if there was anything like this that could account for that. The max effective resist value is preserved from earlier generations just like the true value of vulns are, so its possible that when the template dropped below 500 fortitude some of these phantom resists were reset up to the 40% max value that carried through from previous DNA.



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
Halthron
Fri Jan 14, 2005 3:27 am
#8

MDH was used at one point but since the specials weren't sticking I abandoned it.
droid327
Fri Jan 14, 2005 3:33 am
#9

thats probably whats causing that then - you dont want strong poison/disease anyway. On BE pets it always ticks for crappy damage....poison does 110 per tick and disease does like 10 per tick, IIRC. Nowhere near the damage they do on the wild animal versions. They dont even work on command in the first place.



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
Halthron
Fri Jan 14, 2005 3:43 am
#10

That's what the customer wanted. I'll remember that for future builds though.


Is there a list of what specials don't work on command?
Zadokk
Fri Jan 14, 2005 6:51 am
#11






Halthron wrote:

Is there a list of what specials don't work on command?





AFAIK only KD doesnt work on command.


Specials such as Force Strike, Area Attack, Poison Spray (i.e. all the decent specials) etc don't carry through to the BE pet due to the unbalance it would cause. Imagine a CL10 pet with poison spray and plague strike?


Bonestein
Fri Jan 14, 2005 7:03 am
#12

Did you experiment physique on the pet to make AR1 (light armor)? I notice that I have pretty high resists untill I hit the light armor mark, then everything but the kinetic goes away back to 0-10 or vulnerable.
Halthron
Fri Jan 14, 2005 7:59 am
#13





Zadokk wrote:


AFAIK only KD doesnt work on command.


Specials such as Force Strike, Area Attack, Poison Spray (i.e. all the decent specials) etc don't carry through to the BE pet due to the unbalance it would cause. Imagine a CL10 pet with poison spray and plague strike?






Since there are so many pets that can trace their background to MH, imagine if Area Combo did come through...


Hmm, maybe KD and maybe poison don't work on command. Heh, this is where a list would be handy.







Bonestein wrote:

Did you experiment physique on the pet to make AR1 (light armor)? I notice that I have pretty high resists untill I hit the light armor mark, then everything but the kinetic goes away back to 0-10 or vulnerable.





Thanks but I'm familiar with that Effective resists start going all over due to physical experimentation then drop like arock once you hit armor. Of course, since this was a non-CH pet, armor was the last thing I wanted.

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