Bio Engineer Archive

Thread: 50% physical, the magic numnber to keep your armor

Tal-N
Thu Dec 18, 2003 12:33 pm
#1

Now feel free to test this but from what I've seen even with very high quality dna you can end up without armor sticking. Until today I realised when it was appearing, as soon as you experiment physical up to 50% the armor reappears. That is why the initial combination doesn't show the armor but after experimentation it does usually.


This means there is a certain minimum cap on armor but only with the health part of the HAM. Technically you could filter out other stats to keep the health high enough but dop the CL.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

SillyRodian
Thu Dec 18, 2003 12:41 pm
#2

If this turns out to be true, you just made one heck of a leap and bound my friend.


For those of us at work, can you test this to see if it is indeed true, and work on all clones?


-silly

Longrod
Thu Dec 18, 2003 12:47 pm
#3

Iam seeing the same thing. Even if I fail on the first attempt, and the exp % stays above 50 the armor will appear. I am really trying to figure out the resists and specials. I have a couple charts so far, but am not seeing a pattern yet. Can anyone post any findings?
Tal-N
Thu Dec 18, 2003 12:51 pm
#4

Mental and aggression both seem to effect the specials. This can be very problematic at times.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Tasek
Thu Dec 18, 2003 2:04 pm
#5

I did a combine with armour in all slots except for physique. Resultant template had no armour. I experimented fully in physique, prowress, mental and still no armour. So we definitely need armour in the physique slot for it to stick.



Tasek - Master CH, Master BE, Half-Assed Pikeman

Radiant
-Six-
Thu Dec 18, 2003 4:23 pm
#6

maybe I was unlucky, but...


I used 4 samples with armor and a prowling gurrek for the 5th.


I experimented physical and prowess to over 50%


No armor.

HyeStringer
Thu Dec 18, 2003 5:09 pm
#7

Grelgen wrote:


from what i've seen on this, you need to have 5 samples all with armor for it to end up in the template.


__________________________________________________________________________________


I was afraid of this...can anyone prove this one wrong? We gotta know this.




ONEN


CANCELLED NOVEMBER 2, 2005 - SOE BURN IN HELL



Tasek
Thu Dec 18, 2003 6:45 pm
#8

Just did another combine: phys/prowress/mentall with armour, psych/aggression without armour. Result got armour after I experimented up to 50% like Tal-N said.



Tasek - Master CH, Master BE, Half-Assed Pikeman

Radiant
Tarell
Thu Dec 18, 2003 10:39 pm
#9

Unfortunately that didn't work for me.
3 VHQ Horned voritor in Physique, Prowess, and Mental all experimented over 50% with no luck in getting AR.
2 VHQ Seething Bol's in the other 2 slots.

Did an experiment with 3 AA Horned Voritor and 2 HQ Horned voritor in the other 2 slots. It took to 59% Physique for ar to show up.

So if you manage to get AR just using the first 3 slots I'd be curious of the CL, quality of dna and the creatures it came from.

Thanks.
MissileToad
Fri Dec 19, 2003 1:02 am
#10

Same results here. Using 4 light armor samples and one 30% resist sample, the resists start at about 30% before expirimentation. Once I expiriment up to 50%, the resists drop down to 0% but light armor is gained. I've made a couple great low level 49% resist creatures by carefully expirimenting here.


Yet what would be better? A pet with 49% resists or a pet with 0% and light armor?




Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

Tunes
Fri Dec 19, 2003 1:04 am
#11

I just did a template. Origionally physique was 52% and the armor wasn't there. Two points of exerimentation brought it up to 65% and the armor appeared.



Has anyone figured out a rough equation to convert the raw numbers for a HAM into a rough estimate of what the final HAM will be? From what I've been getting so far, the results are all over the place no matter what the numbers are.



Tune

SammySmoo
Fri Dec 19, 2003 1:08 am
#12

I noticed it looked like a balancing point in there.. At a point, when resists exceed 25%, the armor seemed to go bye-bye. At the time, I wasn't really taking the best notes, so I didn't get the specifics, yet it makes sense... Light armor = 15% resist. perhaps they calculate the average resist level of the DNA strains in total, then try to balance it... If there's room for the armor, below the CL cap, then it appears. If it's a low CL crafting, then you won't get the armor without the resists being gone.. ??



Brue A'lotta
Guild Leader, Blue Steel Syndicate
Port Valorum, Naboo,Kettemoor
Sumorex
Fri Dec 19, 2003 1:10 am
#13

Not 100% accurate, but it is tied into it.


All Slinking Voritor Hunter VHQ DNA gave a starting Physique 51%


The Light Armor didn't stick until I spent 1 experimentation point in Physique.


I haven't been concentrating on making armor / resists / or specials stick atm.. but that was one of my combines i wrote down in detail. All of my work is currently being applied to finding the DNA => Template => Clone number translations. I've had some VERY interesting results with experiementation and hope to post something fully detailing a 100% foolproof way of knowing what an experimenation point will do for a given type of success.... I can already tell you with 100% accuracy what happens when you great success on a stat pair (500/300, great success, I can tell you exactly what the X/Y will be), its the failures and hitting the template resource cap that is being bothersome.




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
Page 1 of 3
Previous Next