Bio Engineer Archive

Thread: Creating the Superior Animal: an analysis of the complexity of Bio-engineering

Eronsill
Wed Jul 30, 2003 1:35 pm
#1

I've spent several weeks now with my needle stuck in the haunch of some poor Kaadu or Gnort on Naboo, and have done many tests using the same DNA template and have had some surprising results.


The test creatures I used were dewbacks and kusacs, while documenting exact changes. The tests were controlled with DNA samples of no less than 400 on any stat, and no more than 600, so some variation must be allowed for these.


Basically, there are actually5 ways to improve an engineered animal. This is the most complex crafting system I've ever come across in an RPG, personally, and it took a lot of time to narrow down specific ways to improve specific stat ratios on a given creature. It can, however, be done.


Here are the basics, from the simplest and least effective to the most complex:


1) Flora/Meat Quality


2) Sample Quality


3) Correct Sample Insertion


4) DNA Template Experimentation


5) Animal Experimentation


Let me break these down into specifics.


1) Flora/Meat quality


This slightly affects the outcome. In my tests, I used average quality DNA samples (400-600) resources not higher than 100 quality for low end, and resources 800+ quality for high end experiments. The average over 20 successful combines with no experimentatoin was overall quality improvement of 2%.


2) Sample Quality


It's been said, and rightfully so, "if you use yard trash, that's what you'll make". This stands true, to some extent. Gnorts are the lowest of low animals on Naboo, while Belle Bols are nice, big beasts. I used DNA from both, as well as Kaadus, Hermit Spiders, Gurrcats, Carniverous Nunas, and many others. For the most part, better DNA comes from more aggressive animals. The trick, of course, is getting the DNA, but that's a topic for another day. Aggressive animals carry more courage, fierceness, and power on average, and will give a better sample for a combat animal. However - it must be noted that even a Gnort can drop an above average DNA sample with excellent stat combinations while the Fambaa can drop a below average sample equivalent to mud. In general, the lower level creatures will not drop fantastic DNA, and you'll be harvesting for hours on end to get any. The good samples do pop up, however, and you should keep them. If you see a stat on a sample anywhere that's 800 or better, you should pack that away. 20 tests with low quality, average, and high quality DNA resulted in approximately a 10% fluctuation in the results.


3) Correct Sample Insertion


This is where it gets complicated.


You have five slots for your DNA - labeled Prowess, Physique, Mental Profile, Psycological, and Aggression. What affects what? That's the question, and it's not cut and dried like you might think. To get the best possible results, you need to apply the DNA that best fits that profile in to the DNA template. There are ten atrributes in the attribute window of each DNA sample, as follows:


Hardiness
Dexterity
Endurance
Fortitude
Cleverness
Intellect
Dependability
Courage
Fierceness
Power


Different combinations of these attributes affect the template in different ways. Some attributes effect more than one outcome. Here are the five slots and which attributes affect each one:


Prowess - Hardiness, Dexterity, Endurance
Physique - Hardiness, Fortitude, Fierceness
Mental Profile - Cleverness, Intellect
Psycological - Dependability, Courage
Aggression - Fierceness, Power


So, for the best outcome, for example, you would want to plug your DNA sample that is high in Hardiness, Dexterity, and Endurance in to the Prowess slot.


So what does what?


Prowess - Action bar, possible damage
Physique - Health bar, possible speed
Mental Profile - Mind bar
Psycological - ease of training, ability to heed commands
Aggression - possible damage


On average, you can gain up to 8% quality on a creature this way.


4) DNA Template Experimentation


I'm sure you've noticed that two profiles stand out when you go to experiment with DNA templates. Hopefully this is a bug and all experimentation on templates will be fixed in the future. Even with this handicap, however, DNA template experimentation can give you some excellent results. (Remember to check the actual stats, and ignore the "fail" window. It seems to work backwords a good part of the time.) You can actually get some nice increases just by experimenting on the DNA template alone, but that won't carry the clone by itself. You need good samples and high quality ingredients to go with it.


5) Animal Experimantation


This is the same as the above experimentation, and just as bugged. Fails are consistent and true successes are rare, but when they do happen, you will see some nice, visible increases in whatever stats you're looking to boost. In 20 attempts, successes came 4 times. A word of warning: after a success, do not again experiment on animal creation. Over 100 attempts all failed.



I hope to shed some light on the bio-engineering process with this post, and thought to share my findings with the rest of my esteemed class. It is possible, to get up to a 30% increase in your basic animal stats with the above methods. Then you'll have happy Creature Handlers who are thrilled that your Dewback has 3800 hp and can hit for 180 or that your Kusac never gets lost on the way to town because he's mind enhanced.


Food for thought, anyway


Zephyr Va'Kre of Kaadara, Naboo
Zephyr Designs, 4588, 5751




A'luna Ateh ... Master Image Designer, Tailor
Camirah Nahas'Fey ... Master Architect, Interior Designer
CHIMAERA OUTPOST MALL ... -1868, 45, -2857
just outside Coronet, Corellia, on Shadowfire

Plageron
Wed Jul 30, 2003 1:53 pm
#2

Actually the flora and meat material needs to have not only quality but High energy potential.

Flavor is not important unless you are a chef, so wiht that in mind you will see Avian meat to be very effective.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
ZenLOSER
Wed Jul 30, 2003 2:41 pm
#3

That's just avianmeat on your server right now. Resources are differenet on each server and will change every week or two.


I agree with the above on most parts. From the master perspective you only ever get AA, HQ and VHQ samples. I generally just trash all AA samples...occasionally you'll get a good stat pair on one but it's usually not worth it. You want to look for 900+ stat pairs and some VHQ can actually just barely top 1000. Half the HQ and some of the VHQ will not ahve better than an 850 pair though many times ou'll see a weighted 990 and 650 pair...these are trash. I once got one with a stat pair of 1054 (both 1054) and it made an amazingly sick and nasty combine.




----
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Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

--- BE Issue / Bug List ---
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maitey
Wed Jul 30, 2003 2:48 pm
#4

Great info thnx = )



Maitey Yer'Amigo
Bria
Creature Maker and Tamer
Maiteys Pet O Rama, Petting Zoo and Med Supplies
Kaadara, Naboo 5870, 6955
Darksfallen
Wed Jul 30, 2003 2:53 pm
#5

Corbantis/Dantooine there is a Cereal there with the following:


OQ 998, PE 960, FLA 560, DR 989


Get it fast I have 7 harvesters there.


Mining Mining outpost


Goesa Or something and Domesticated Wheat


70% within 20 meters of the outpost


59% buildable on the build line near the outpost


79% 7k from the Outpost, due east (Buildable)


There is also a ~70% Radioactive there as well, with like 5 Fusion power thingies there.


This is from memory so I don't have a loc.


You can't miss the area unless you had your heal lopped off by "A Dark Jedi Knight" Which I have on the way there.


Miriam


PS We killed him 4 times though, hehe




Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
de3dge
Wed Jul 30, 2003 3:01 pm
#6

Great job! Ive been waiting for someone to make a post about this, it was very confusing, untill now!




Toyr Raeg
Sumorex
Wed Jul 30, 2003 3:05 pm
#7

Some good info in this, and I don't wanna be too much of a skeptic, but 20 trials isn't enough to declare definitive proof. Its a start though The complexity of our crafting combines is mind numbing if you sit down and look at the numbers. Creature type, quality of sample, 10 attributes... thats 13 known variables. Then you have 5 template slots.


Any math majors that were good on permutation calculations? I'm guessing the possibilities are in the billions if not higher.... without considering averages of two values or averages of the whole sample or averages of all of the samples or averages of all the samples applied to the whole.... then I'd wager its into the gazillions.


One exception I take to this is that the animal does matter. VHQ DNA from Sharnaff Bulls does different things than VHQ DNA from durnai... thats been my experience, particularly when you create the larger HAM creatures... even if you have a durnai VHQ sample with 800's to 1000's, it won't have the same effect on HAM as similar numbers from a Sharnaff Bull.


I'll take a look at your sample insertion strategy, I haven't coupled them that way. My coupling has been:


Prowess: Dexterity, Endurance


Physique: Hardiness, Fortitude


Mental: Intellect, Cleverness


Psychological: Dependability, Courage


Aggression: Fierceness, Power


Then my findings on what these do:


Prowess: Raises Action


Physique: Raises Health


Mental: Raises Mind


Psychological: ?????? no "visible" result changes. How did you conclude that it makes a creatue easier to train / more willing to obey commands?


Agression: Raises Damage and Attack Speed <--- damage/second remains roughly equal (weaponsmith beta bug?)


I have had some odd combines, very rarely, that seem to effect stats in other categories. Because its been things like Physique raising the Mental categories, I haven't drawn any conclusions other than perhaps it buggy.


I haven't found a reliable way to increase To Hit... whenever I"m paying attention I can't get it to move. Have you seen any means of reliably raising the To Hit number.


DNA Templates: The experimentation here I get great results.


Clones: Experimentation here stinks. You get 1 shot success and you can't experiment anymore. I've noticed zero difference between spending 7 pts or 1pt (remember they have to be spent at the same time); however, I have noticed that if you get a moderate failure, you have the chance to experiment again and I get my best clones from ones that I have a failure followed by a success (Larger HAM movement, bigger damage).


We need the NSA, CIA, FBI, NASA and any other agency you wanna add... we need them ALL to lend us their supercomputers and manpower to crank out the possibilities /chuckle




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
ZenLOSER
Wed Jul 30, 2003 3:13 pm
#8

My experince with Psy experimentation is that it raises To Hit but ONLY on the template combine.


This is entirely inconclusive and only "feel" based. But it's something to go on.




----
Khanthal - EQ - Monk - E'ci
Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

--- BE Issue / Bug List ---
members.cox.net/dirksj
EvesOwner
Wed Jul 30, 2003 3:33 pm
#9

Now in terms of DNA what happens when you sample from some durni's, or something really weak like that, and then you make some gurrecks and then sampled them. Now aside from the actual stats listed for the DNA sample does it help anything that the DNA sample came from a gurreck (high HAM tough pet) even though it was made off of garbage DNA? I mean, would it be different then getting DNA from a creature from the wild? Let's face it, even with garbage DNA, meat, & flora, a gurreck still is vicious and has a good HAM.



From personal observations...If I am not mistaken the DNA from clones made from garbage, no matter how good the end result is, is going to be garbage. So I am just checking if anyone else can confirm this.




---------------------------------------------------------------------------------
Bio-Engineering is still THE most broken profession. Yes, that's right. Even with the first fixes for bio-engineering half of skills produce products that are worse then what can be found in the wild. For the record, DE is not as broke as BE (stuff works it is just that a lot doesn't make sense).
omni42
Wed Jul 30, 2003 3:45 pm
#10

Good post. I gotta go with Plageron too i have seen that high energy in the flora and meat has an effect as well.




Oheb
Heavy Weapons Fish
"Break out the asbestos Underoos, it's flame time!"
Starsider
Battle_Droid
Wed Jul 30, 2003 3:49 pm
#11






ZenLOSER wrote:

That's just avianmeat on your server right now. Resources are differenet on each server and will change every week or two.


I agree with the above on most parts. From the master perspective you only ever get AA, HQ and VHQ samples. I generally just trash all AA samples...occasionally you'll get a good stat pair on one but it's usually not worth it. You want to look for 900+ stat pairs and some VHQ can actually just barely top 1000. Half the HQ and some of the VHQ will not ahve better than an 850 pair though many times ou'll see a weighted 990 and 650 pair...these are trash. I once got one with a stat pair of 1054 (both 1054) and it made an amazingly sick and nasty combine.






Zen, what are you sampling?


I've gotten some similar results from an ancient bull rancor, but not as good.

Blaacscout
Wed Jul 30, 2003 3:52 pm
#12

im with zen on teh psy stat, but once again.... no one can really prove it.



Potential power is indeed an important factor. I have some 999 overall quality meat with 840 potential power that does LOADS better than the 1000 quality meat with only 760 potential power. Once again.... flavor doesnt really affect it, it is most likely only a chef thing.







As far as the stat connections, I have to agree with sumo.... if drop a sample with 1000+hardiness and 1000+ fortitude into the physique slot, ot doesnt mater what th power or fierceness was on the sample... so I have to say that


Physique: Hardiness, Fortitude


Prowess: Dexterity, Endurance


Mental: Intellect, Cleverness


Psychological: Dependability, Courage


Aggression: Fierceness, Power


are the same connections I use when placing samples.







A high level animal will always get your better results than a low level animal will. I can use all Above Average samples from say akimogila, and get much better stats on the end result than I ever could by usingall Very High samples off of something like a vrelt.


Also.... samples taken from cloned animals do not have the same potential as a sample collected from a wild creature. So if you are looking for the best dna to make a low level creature, and think that you can get the best by sampling some high level blurrgs that you made.... well you will get better results than if you were sampling that vrelt again, but you waont get as good of results as if you had gone out and actualy sampled a crimson blurrg on endor. It just wont happen.






As far as the end process of experimentation goes.... if you used high level dna from wild mobs andhigh end meat and flora with both high overall quality and high potential power, the max stats you can experiment those temapltes up to will go up considerably.


Using this method as my own I can CONSISTANTLY get 90-100% agression (cuz I always consider the dmg done by the pet to be the most important factor.... "take the enemy out beforethey cantake you out" is my motto), and even 50-70%+ on phys/prow/mind. I dont worry about pshycological experimentation since there is no real proof as to what it does yet.


Pets I make this way always end up with at least the same HAM as a wild one of the same type, and also 50-200 increased damage depending on the level of the creature being made..... which is why I dont se why peope keep saying Bio Engineered pets are substandard to the wild ones caught.... but oh well, let em think what tey want.




Now you see that Evil will always triumph over good.
Because good is dumb...

- SpaceBalls
ZenLOSER
Wed Jul 30, 2003 4:00 pm
#13

Idea!!!


Sumo you have a PA with other lowbie BE's in it ya? Proposed test:


Have them sample a LOAD of **edit**ty DNA.Real junk. Worst they got. All from Durni or some other small creature (all the same type of creature as a control). You make a combine with it of something like a Razor Cat that's known to be highly reactive to DNA changes. No experimentation.


Now do the same except substitute an elite VHQ DNA from some BIG nasty thing with great 900+ Psy stats...and the rest trash from them. No experimentation.


Compare To Hit.


Repeat with experimenting on max Psy nothing else, same two tests.





----
Khanthal - EQ - Monk - E'ci
Khanthal - SWG - MASTER BE / novice CH / novice Pistoleer - Eclipse

--- BE Issue / Bug List ---
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