Bio Engineer Archive
Thread: Bio-Engineer Guide And FAQ: New Forum Visitors Please Read This First!!
Page 1 of 2
ArthurDentOnBria
Mon Feb 21, 2005 2:57 pm
#1
For Bio-Engineer Customers:
Tissues:
Pets:
Pet Pharma:
Other:
Note: Please use your Galaxy Trade Forum rather than the Bio-Engineering forum to conduct business. We appreciate it!
For Bio-Engineers:
Becoming a Bio-Engineer
Tissues:
Pets:
Pet Pharma:
Other:
Useful Links:
www.swgcraft.com
www.swgcreatures.com
Message Edited by ArthurDentOnBria on 03-06-2005 09:35 AM
ArthurDentOnBria
Mon Feb 21, 2005 2:58 pm
#2
Pet Buying FAQ
Q: What pet skins can I choose from?
A: Here is a list of bio-engineered pets. Please note that some pet skins have limitations on how low a level they can be made at.
Q: Are bio-engineered pets full grown when first tamed?
A: no, when first tamed, it will be a baby.
Q: How do I train my pet?
A: you must be a creature handler to train a pet. Please see a creature handler and ask for his assistance.
Q: What is CL?
A: CL stands for challenge level. People who are not creature handlers, can use up to a CL 10 pet, provided it is not an "aggressive" type of animal. Creature handlers can use pets with higher CL, depending on their "max pet level" skill.
Q: I'm not a creature handler, and I just bought a pet that is CL 10 or below, but I cannot call it. Is it broken?
A: most likely it is a creature that has an "aggressive" skin. If that is the case, then by design, such creatures can only be called by creature handlers.
Q: I'm a master creature handler. Why can't I tame this bio-engineered kimo even though it is below CL 70?
A: Creature handlers have a skill mod for taming vicious creatures. That skill capps at 50, so if the pet is over 50, and aggressive, then you must purchase taming clothing in order to tame it.
Q: What does it mean by "aggressive"?
A: Some creatures are aggressive in the wild (seen as red dots on the radar, and attack without being attacked first). See this guide for a list of aggressive creatures.
Q: which bio-engineered creatures can be a mount?
A: Bantha, Cu Pa, Dewback, Bol, Kaadu, Carrion Spat, Falumpaset, Brackaset
Message Edited by ArthurDentOnBria on 02-21-2005 03:17 PM
ArthurDentOnBria
Mon Feb 21, 2005 2:59 pm
#3
Vitality Packs: Fact and Fiction
By Kiso of Starsider
Version 1
Note: This is both a basic and an advanced guide. If you know the basics, skip to section 6. I have tried to proofread this to avoid any fiction on my part, in the form of typos or bad info... if you see any please let me know. I know the title sounds kind of cheesy, but I see an awful lot of false info about this subject (thus the name).
Contents:
1. What is "vitality"?
2. What is a vitality pack?
3. How do I use a vitality pack?
4. What do vitality packs do?
5. How do vitality packs work?
6. So what vitality pack should I use, and when?
7. General Q&A
8. Bio-Engineer Q&A
9. About this guide [collection methods]
10. Raw Vitality data
1. What is "vitality"?
All creature pets have a stat on them called "vitality." You can see this by examining their info in the datapad; a new pet will have 100/100. When a pet is incapacitated, it may receive a deathblow (depending on what you are fighting) - when it does, it will lose 2 points of vitality. So, for instance, the first death a pet suffers will change the vitality reading to 98/100, then 96/100, and so forth.
Why is this important?
When the vitality reaches 75, the pet will suffer a reduction of 25% of its max HAM, leaving it with 75% of its regular life. At 50, a 50% reduction is applied, and at 25, a 75% reduction is applied. A creature pet cannot be permanently slain and can survive with 0 vitality; however, a pet with 25% of its standard HAM is generally far from formidable (i.e. on a 10K creature, it would have 2.5K).
2. What is a vitality pack?
Vitality packs are made by Bio-Engineers, in the tissues tree. There are three types of vitality packs - A, B, and C. The power ranges from low (A) to high (C), although there is some overlap. The power has a direct influence on their restorative powers.
3. How do I use a vitality pack?
There are two ways to do this: activating the "Use Vitality Pack" option by selecting your pet in the datapad, and by targeting your called pet and double-clicking the vitality pack in your inventory. Both methods work; however, if you have multiple vitality packs of varying strengths in your inventory, you should probably use the second method (or the game will choose for you).
4. What do vitality packs do?
The only purpose of a vitality pack is to restore lost vitality, though some vitality will be permanently lost as a result. Depending on how much vitality your pet has lost and the strength of the vitality pack you are using, you may see anywhere from 1 to 20 points of permanent vitality lost. For example, let’s say your pet is at 92/100 vitality - you purchase and apply a 13+ vitality pack A. Your pet should then have 99/99 vitality, a gain of 7 vitality - but also a permanent loss of 1 overall vitality.
5. How do vitality packs work?
There are a number of common misconceptions about vitality packs, such as "you will only lose 1 point as long as the pack’s strength is the same or higher than the current vitality lost," "1 point of permanent loss per 10 points of current vitality loss," and "if you use a strong enough vitality pack you can avoid any permanent loss."
I do not have an equation for you (although if anyone can work one out from my data, let me know and I will add it), but what I can provide for you is a guideline for minimizing permanent vitality loss for common ranges.
6. So what type of vitality pack should I use, and when?
Overall, the most efficient means is to use vitality packs sparingly, and to use the most powerful range you can afford or find. You may or may not have an easy time acquiring the more advanced vitality packs - your best bet is to contact some of the more active bio-engineers on your server. Many do not stock the higher end vitality packs. The lower end of these ranges is fairly easily obtainable with mediocre components (~40-60% experimentation).
Here are the optimal ranges I have found for A, B, and C packs; this information is not guaranteed to be accurate, although I have yet to produce a contradiction. If you find one, I would like to hear about it.
13-38pt Vitality Pack (A or a low quality B):
Up to 8 lost vitality points restored with minimal loss*
50-70pt Vitality Pack (mid to high B or a low-mid quality C):
Up to 18 lost vitality points restored with minimal loss*
75-100pt Vitality Pack (mid to high C):
Up to 28 lost vitality points restored with minimal loss*
*The max ranges listed above are the most you can heal with that type of vitpack before you begin losing 2 or 3 vitality (or more). So, for instance, if you use a vitpack C at 72/100 vitality, your pet should have 99/99 afterward. However, at 70/100 (30 loss), the vitpack will only restore it to 98/98. It is also important to note that there is no noticeable difference in loss over these ranges - a 13pt A will be just as effective as a 38pt A in this range.**
**I do not have the resources to produce beyond a 65pt B or 92pt C, so the 70 and 100 maximum ranges are speculative. It is possible (though unlikely) that they may have a slight increase over the listed range.
7. General Q&A
Q: Does the type of vitality pack matter?
A: No, it does not - a 38 strength B will restore the same amount as a 38 strength A. However, each type of pack has a limit to how high (and low) it can go in strength. For instance, a top-notch vitality pack A maxes out at around 38 strength, while a mediocre B can be 45-50 or more.
Q: Does the power really matter?
A: Yes! You may not have an improvement if you are using them under certain circumstances, such as 8 or less missing vitality, but stronger vitality packs are generally better. See the section above or the raw data for more info.
Q: Does it matter what type of pet I am using it on?
A: No, I tested several points with full-grown CL30+ pets versus baby jax and anglers, and had identical results.
Q: Will my pet lose more vitality if his max is lower (i.e. 82/90)?
A: No, the only important factors are the current amount lost, and the strength of the pack you are intending to use. See the raw data for more info on this.
Q: What happens when I use a vitality pack that is lower than my pet’s current lost vitality?
A: Your pet will be fully restored to a new permanent vitality, but the penalty for this tends to be quite high (up to ~20 pts). See the raw data for some examples.
Q: My pet lost 50 vitality. Can I use two vitality packs, one after the other, to heal him?
A: No. The first pack you use will do the job, even if the pack is not strong enough, but you will suffer additional vitality loss.
Q: Is there any randomness in the amount lost?
A: It’s possible, but I have not seen any in my testing. I consider it unlikely.
Q: Can I use a vitality pack on a droid?
A: Apparently, you can do this, due to the fact that droids have a vitality stat now as well. I have not personally tried this, but I have been told that it works. Same rules should apply to droids as they do to creatures.
Q: I’ve heard you can avoid permanent vitality loss if you use a good enough vitpack, is this true?
A: No, I have tried to reproduce this and failed multiple times (including using a 92 strength C with only 2 points of loss), so I would dismiss this as a rumor.
Q: Can I use a vitality pack more than once?
A: No, all vitality packs are one use only.
Q: What should I do if my pet loses a LOT of vitality (30+)?
A: My suggestion would be to get the highest vitality pack you can find. Once you go beyond the ideal range for vitality packs, the permanent loss scales upward in a nonlinear fashion, and can get very large if you exceed the power of the vitpack. See the raw data for more info.
8. Bio-Engineer Q&A
Q: How do I make a vitality pack?
A: You will need a food & chemical crafting tool, the proper ingredients, and at least Novice Bio-Engineer with Tissues I (for Vitality A). You MUST also be near a private crafting station (or personal medical crafting droid) for the schematic to show up in the list. Vitality Packs are in the Tissues tab under Pharmaceutical (you may need to use the arrows to get to the Tissues tab).
Q: What kinds of Vitality packs can I make?
A: There are three types of vitality packs: A, B, and C (in order of strength).
A - Tissue Engineering I - 20 organic, 18 inorganic, 1 liquid suspension, 1 biological effect controller
B - Tissue Engineering III - 28 berries, 22 Known reactive gas, 2 identical liquid suspension (made by a factory, and with identical serial #s), 1 biological effect controller
C - Master Bio-Engineer - 32 Endorian flower fruit, 24 Unknown radioactive, 3 identical liquid suspension (made by a factory, and with identical serial #s), 1 biological effect controller
Q: Why can I only experiment up to xx%?
A: The extent to which you can experiment on vitality packs depends very heavily upon the resources you put into it (like most crafted items). In the case of vitality packs, the resources are weighted based on Overall Quality(66%) and Potential Energy(33%), so look for good stats in those two categories if you are seeking good vitality packs. Note that unlike stimpacks, the liquid suspension and bio-controller currently have no impact on the end product, so you do not need to focus on them.
Q: Can you use advanced liquid suspension (ALS) and biological effect controllers (ABEC)? Do they make my vitality packs stronger?
A: ALS and ABEC will work, but they currently offer no advantage. This is because the LS and BEC components have no effect on the strength of vitality packs; they are only required as components. This provides you with the option of making vitality packs more cheaply by using regular components; however, it may be changed at a later point.
Q: What is known reactive gas?
A: Known reactive gas can be surveyed using a gas survey tool - the only gas usable for vitality pack B’s is anything in the category "Known Reactive Gas." Be careful to avoid Unknown reactive gas and Inert Gas of any type, these will not work. Reactive gas is fairly common and not tied to any one planet (it shifts around), so if you can’t find some, try some other planets. They are gathered with the standard gas harvesters.
Q: Help! I can’t find unknown radioactives!
A: You can survey radioactives with a mineral survey tool. Unknown radioactives are an uncommon resource - do not mistake them for the much more common Known radioactives which will not work. Like gas, they vary from planet to planet, so you may need to do some searching to find some. Often, none will be available at the time, and you will simply have to wait & keep an eye out. Radioactives can be gathered with a mineral harvester or a fusion generator - generators are more expensive, but much more efficient and cheaper (13-16+kg per hour w/maintenance cost, 0 power needed) than mineral harvesters (7-10+kg per hour w/power and maintenance cost).
Q: Can I make vitality packs in a factory?
A: Yes, you will need a food and chemical factory to do so. At the second to last step in creation, select manufacturing schematic (rather than create prototype), and then insert it into your factory using the radial menu*. Put the ingredients in the input hopper, add the power and maintenance as necessary, and start it up.
*If the schematic does not come up in the list when you access the factory, you will probably need to redeed the factory (this occurs when it was placed before the large October patch).
Q: My factory won't take my schematic!
A: First, make sure you have a food and chemical factory. Second, you cannot currently use schematics involving DNA or clones. Third, if neither of those is the problem, you probably need to re-deed your factory (see the * in the previous question).
Q: So how do I run a lot of vitality packs at once?
A: First you must factory produce some liquid suspension (LS) and biological effect controllers (BEC), so the serial numbers on them are identical. Next, make a schematic with those ingredients, and run your vitality pack schematic with all of your ingredients (including enough LS and BEC for the amt. of vitality packs you desire). Keep in mind that vit B take 2 LS, and vit C take 3 LS, so with 1,000 identical LS, you will be able to produce no more than 499 vit B or 332 vit C in any single production run (you lose at least one to make the schematic).
Q: What should I charge for vitality packs?
A: This is something you will have to figure out for yourself - look at your costs and the ingredient availability and go from there. Ask other BEs on your server what they charge, or see what your customers are willing to pay. If you absolutely must have something to compare, my general scale is 1k for A, 2k for B, 3k for C, though it varies a bit.
9. About this guide [or "How did you get this information?"]
Unfortunately, there is no easy way to gather this data, which is probably why it is hard to find any solid information on vitality packs. This left me with no choice but to do things the hard way, sacrificing pets for the sake of science.
So yes, many animals were harmed in the making of this guide. Specifically, 13 pets suffered a combined 862 deaths to produce the data, upon which this guide is based on. If SWG had an organization akin to PETA, they would be horrified .
Most were helpless, innocent baby jax, although there were a number of baby anglers and some grown pets in the mix. I would like to thank the huurtons of Dantooine for assisting with a huge portion of my tests, as well as many of the denizens of Endor.
Before you ask, no, I do not treat my pets like I did these guys . Although I must admit I am guilty of abusing my poor Kliknik for a couple tests, to ensure HAM was not a factor.
Why did I make this guide?
Well, mainly because I enjoy figuring things out, and this was a puzzle I have not seen solved. I am posting it here because there is not much point to gaining knowledge unless it is shared . The lack of solid information, as well as numerous erroneous facts and theories I have seen, many of them by knowledgeable CH and BE, convinced me that some concrete tests were needed. Originally, I was just going to provide my data and conclusions, but I decided to incorporate it into a guide encompassing all aspects of vitality packs.
10. Raw Vitality Data (63 total)
Due to the formatting and restrictions on this board, I am not going to try and post the raw data here (tried and it was not turning out well). However, you can view it as either HTML or an Excel spreadsheet at:
http://filebox.vt.edu/users/jebradf1/swg/vitdata.htm
http://filebox.vt.edu/users/jebradf1/swg/vitdata.xls
Both files are ~25kb, a very quick download. The spreadsheet is a lot more readable, but you will need Microsoft Excel to view it.
By Kiso of Starsider
Version 1
Note: This is both a basic and an advanced guide. If you know the basics, skip to section 6. I have tried to proofread this to avoid any fiction on my part, in the form of typos or bad info... if you see any please let me know. I know the title sounds kind of cheesy, but I see an awful lot of false info about this subject (thus the name).
Contents:
1. What is "vitality"?
2. What is a vitality pack?
3. How do I use a vitality pack?
4. What do vitality packs do?
5. How do vitality packs work?
6. So what vitality pack should I use, and when?
7. General Q&A
8. Bio-Engineer Q&A
9. About this guide [collection methods]
10. Raw Vitality data
1. What is "vitality"?
All creature pets have a stat on them called "vitality." You can see this by examining their info in the datapad; a new pet will have 100/100. When a pet is incapacitated, it may receive a deathblow (depending on what you are fighting) - when it does, it will lose 2 points of vitality. So, for instance, the first death a pet suffers will change the vitality reading to 98/100, then 96/100, and so forth.
Why is this important?
When the vitality reaches 75, the pet will suffer a reduction of 25% of its max HAM, leaving it with 75% of its regular life. At 50, a 50% reduction is applied, and at 25, a 75% reduction is applied. A creature pet cannot be permanently slain and can survive with 0 vitality; however, a pet with 25% of its standard HAM is generally far from formidable (i.e. on a 10K creature, it would have 2.5K).
2. What is a vitality pack?
Vitality packs are made by Bio-Engineers, in the tissues tree. There are three types of vitality packs - A, B, and C. The power ranges from low (A) to high (C), although there is some overlap. The power has a direct influence on their restorative powers.
3. How do I use a vitality pack?
There are two ways to do this: activating the "Use Vitality Pack" option by selecting your pet in the datapad, and by targeting your called pet and double-clicking the vitality pack in your inventory. Both methods work; however, if you have multiple vitality packs of varying strengths in your inventory, you should probably use the second method (or the game will choose for you).
4. What do vitality packs do?
The only purpose of a vitality pack is to restore lost vitality, though some vitality will be permanently lost as a result. Depending on how much vitality your pet has lost and the strength of the vitality pack you are using, you may see anywhere from 1 to 20 points of permanent vitality lost. For example, let’s say your pet is at 92/100 vitality - you purchase and apply a 13+ vitality pack A. Your pet should then have 99/99 vitality, a gain of 7 vitality - but also a permanent loss of 1 overall vitality.
5. How do vitality packs work?
There are a number of common misconceptions about vitality packs, such as "you will only lose 1 point as long as the pack’s strength is the same or higher than the current vitality lost," "1 point of permanent loss per 10 points of current vitality loss," and "if you use a strong enough vitality pack you can avoid any permanent loss."
I do not have an equation for you (although if anyone can work one out from my data, let me know and I will add it), but what I can provide for you is a guideline for minimizing permanent vitality loss for common ranges.
6. So what type of vitality pack should I use, and when?
Overall, the most efficient means is to use vitality packs sparingly, and to use the most powerful range you can afford or find. You may or may not have an easy time acquiring the more advanced vitality packs - your best bet is to contact some of the more active bio-engineers on your server. Many do not stock the higher end vitality packs. The lower end of these ranges is fairly easily obtainable with mediocre components (~40-60% experimentation).
Here are the optimal ranges I have found for A, B, and C packs; this information is not guaranteed to be accurate, although I have yet to produce a contradiction. If you find one, I would like to hear about it.
13-38pt Vitality Pack (A or a low quality B):
Up to 8 lost vitality points restored with minimal loss*
50-70pt Vitality Pack (mid to high B or a low-mid quality C):
Up to 18 lost vitality points restored with minimal loss*
75-100pt Vitality Pack (mid to high C):
Up to 28 lost vitality points restored with minimal loss*
*The max ranges listed above are the most you can heal with that type of vitpack before you begin losing 2 or 3 vitality (or more). So, for instance, if you use a vitpack C at 72/100 vitality, your pet should have 99/99 afterward. However, at 70/100 (30 loss), the vitpack will only restore it to 98/98. It is also important to note that there is no noticeable difference in loss over these ranges - a 13pt A will be just as effective as a 38pt A in this range.**
**I do not have the resources to produce beyond a 65pt B or 92pt C, so the 70 and 100 maximum ranges are speculative. It is possible (though unlikely) that they may have a slight increase over the listed range.
7. General Q&A
Q: Does the type of vitality pack matter?
A: No, it does not - a 38 strength B will restore the same amount as a 38 strength A. However, each type of pack has a limit to how high (and low) it can go in strength. For instance, a top-notch vitality pack A maxes out at around 38 strength, while a mediocre B can be 45-50 or more.
Q: Does the power really matter?
A: Yes! You may not have an improvement if you are using them under certain circumstances, such as 8 or less missing vitality, but stronger vitality packs are generally better. See the section above or the raw data for more info.
Q: Does it matter what type of pet I am using it on?
A: No, I tested several points with full-grown CL30+ pets versus baby jax and anglers, and had identical results.
Q: Will my pet lose more vitality if his max is lower (i.e. 82/90)?
A: No, the only important factors are the current amount lost, and the strength of the pack you are intending to use. See the raw data for more info on this.
Q: What happens when I use a vitality pack that is lower than my pet’s current lost vitality?
A: Your pet will be fully restored to a new permanent vitality, but the penalty for this tends to be quite high (up to ~20 pts). See the raw data for some examples.
Q: My pet lost 50 vitality. Can I use two vitality packs, one after the other, to heal him?
A: No. The first pack you use will do the job, even if the pack is not strong enough, but you will suffer additional vitality loss.
Q: Is there any randomness in the amount lost?
A: It’s possible, but I have not seen any in my testing. I consider it unlikely.
Q: Can I use a vitality pack on a droid?
A: Apparently, you can do this, due to the fact that droids have a vitality stat now as well. I have not personally tried this, but I have been told that it works. Same rules should apply to droids as they do to creatures.
Q: I’ve heard you can avoid permanent vitality loss if you use a good enough vitpack, is this true?
A: No, I have tried to reproduce this and failed multiple times (including using a 92 strength C with only 2 points of loss), so I would dismiss this as a rumor.
Q: Can I use a vitality pack more than once?
A: No, all vitality packs are one use only.
Q: What should I do if my pet loses a LOT of vitality (30+)?
A: My suggestion would be to get the highest vitality pack you can find. Once you go beyond the ideal range for vitality packs, the permanent loss scales upward in a nonlinear fashion, and can get very large if you exceed the power of the vitpack. See the raw data for more info.
8. Bio-Engineer Q&A
Q: How do I make a vitality pack?
A: You will need a food & chemical crafting tool, the proper ingredients, and at least Novice Bio-Engineer with Tissues I (for Vitality A). You MUST also be near a private crafting station (or personal medical crafting droid) for the schematic to show up in the list. Vitality Packs are in the Tissues tab under Pharmaceutical (you may need to use the arrows to get to the Tissues tab).
Q: What kinds of Vitality packs can I make?
A: There are three types of vitality packs: A, B, and C (in order of strength).
A - Tissue Engineering I - 20 organic, 18 inorganic, 1 liquid suspension, 1 biological effect controller
B - Tissue Engineering III - 28 berries, 22 Known reactive gas, 2 identical liquid suspension (made by a factory, and with identical serial #s), 1 biological effect controller
C - Master Bio-Engineer - 32 Endorian flower fruit, 24 Unknown radioactive, 3 identical liquid suspension (made by a factory, and with identical serial #s), 1 biological effect controller
Q: Why can I only experiment up to xx%?
A: The extent to which you can experiment on vitality packs depends very heavily upon the resources you put into it (like most crafted items). In the case of vitality packs, the resources are weighted based on Overall Quality(66%) and Potential Energy(33%), so look for good stats in those two categories if you are seeking good vitality packs. Note that unlike stimpacks, the liquid suspension and bio-controller currently have no impact on the end product, so you do not need to focus on them.
Q: Can you use advanced liquid suspension (ALS) and biological effect controllers (ABEC)? Do they make my vitality packs stronger?
A: ALS and ABEC will work, but they currently offer no advantage. This is because the LS and BEC components have no effect on the strength of vitality packs; they are only required as components. This provides you with the option of making vitality packs more cheaply by using regular components; however, it may be changed at a later point.
Q: What is known reactive gas?
A: Known reactive gas can be surveyed using a gas survey tool - the only gas usable for vitality pack B’s is anything in the category "Known Reactive Gas." Be careful to avoid Unknown reactive gas and Inert Gas of any type, these will not work. Reactive gas is fairly common and not tied to any one planet (it shifts around), so if you can’t find some, try some other planets. They are gathered with the standard gas harvesters.
Q: Help! I can’t find unknown radioactives!
A: You can survey radioactives with a mineral survey tool. Unknown radioactives are an uncommon resource - do not mistake them for the much more common Known radioactives which will not work. Like gas, they vary from planet to planet, so you may need to do some searching to find some. Often, none will be available at the time, and you will simply have to wait & keep an eye out. Radioactives can be gathered with a mineral harvester or a fusion generator - generators are more expensive, but much more efficient and cheaper (13-16+kg per hour w/maintenance cost, 0 power needed) than mineral harvesters (7-10+kg per hour w/power and maintenance cost).
Q: Can I make vitality packs in a factory?
A: Yes, you will need a food and chemical factory to do so. At the second to last step in creation, select manufacturing schematic (rather than create prototype), and then insert it into your factory using the radial menu*. Put the ingredients in the input hopper, add the power and maintenance as necessary, and start it up.
*If the schematic does not come up in the list when you access the factory, you will probably need to redeed the factory (this occurs when it was placed before the large October patch).
Q: My factory won't take my schematic!
A: First, make sure you have a food and chemical factory. Second, you cannot currently use schematics involving DNA or clones. Third, if neither of those is the problem, you probably need to re-deed your factory (see the * in the previous question).
Q: So how do I run a lot of vitality packs at once?
A: First you must factory produce some liquid suspension (LS) and biological effect controllers (BEC), so the serial numbers on them are identical. Next, make a schematic with those ingredients, and run your vitality pack schematic with all of your ingredients (including enough LS and BEC for the amt. of vitality packs you desire). Keep in mind that vit B take 2 LS, and vit C take 3 LS, so with 1,000 identical LS, you will be able to produce no more than 499 vit B or 332 vit C in any single production run (you lose at least one to make the schematic).
Q: What should I charge for vitality packs?
A: This is something you will have to figure out for yourself - look at your costs and the ingredient availability and go from there. Ask other BEs on your server what they charge, or see what your customers are willing to pay. If you absolutely must have something to compare, my general scale is 1k for A, 2k for B, 3k for C, though it varies a bit.
9. About this guide [or "How did you get this information?"]
Unfortunately, there is no easy way to gather this data, which is probably why it is hard to find any solid information on vitality packs. This left me with no choice but to do things the hard way, sacrificing pets for the sake of science.
So yes, many animals were harmed in the making of this guide. Specifically, 13 pets suffered a combined 862 deaths to produce the data, upon which this guide is based on. If SWG had an organization akin to PETA, they would be horrified .
Most were helpless, innocent baby jax, although there were a number of baby anglers and some grown pets in the mix. I would like to thank the huurtons of Dantooine for assisting with a huge portion of my tests, as well as many of the denizens of Endor.
Before you ask, no, I do not treat my pets like I did these guys . Although I must admit I am guilty of abusing my poor Kliknik for a couple tests, to ensure HAM was not a factor.
Why did I make this guide?
Well, mainly because I enjoy figuring things out, and this was a puzzle I have not seen solved. I am posting it here because there is not much point to gaining knowledge unless it is shared . The lack of solid information, as well as numerous erroneous facts and theories I have seen, many of them by knowledgeable CH and BE, convinced me that some concrete tests were needed. Originally, I was just going to provide my data and conclusions, but I decided to incorporate it into a guide encompassing all aspects of vitality packs.
10. Raw Vitality Data (63 total)
Due to the formatting and restrictions on this board, I am not going to try and post the raw data here (tried and it was not turning out well). However, you can view it as either HTML or an Excel spreadsheet at:
http://filebox.vt.edu/users/jebradf1/swg/vitdata.htm
http://filebox.vt.edu/users/jebradf1/swg/vitdata.xls
Both files are ~25kb, a very quick download. The spreadsheet is a lot more readable, but you will need Microsoft Excel to view it.
Message Edited by ArthurDentOnBria on 02-21-2005 03:29 PM
ArthurDentOnBria
Mon Feb 21, 2005 3:00 pm
#4
Making a BE Pet
By Mirrl
BE pets are a balancing act with 5 DNA samples and up to 10 experimentation points. You begin with 5 DNA samples, which must be placed across 5 characteristics, physique, prowess, mental, psychology and aggression, to create a template. Once the template has been made you may spend your experimentation points as you wish on these 5 characteristics up to their maximums. In this document any predictions for values will be for the maximums. The initials values generally fall into the 60-80% of maximum range. It is not clear to me why they are some times closer to 60% and some times all in the 80-85% range. Once you have spent all of your experimentation points you get the final template. Pick a "skin" and add into it the final template plus meat and flora food to create a creature. It sounds fairly easy but none of the DNA samples contribute to just one thing and so it generally ends up a balancing action to get the creature you want. These 5 DNA samples will control HAM (Health/Action/Mind), armor, resists, damage, attack speed, chance to hit, ranged attack, 2 different special attacks and the creature level. The skin you pick will determine the creatures run speed, minimum creature level and whether its "agro" (i.e. could it ever be a non-CH pet and does it deathblow).
DNA Sampling
The profession does not come with a built in macro for doing DNA sampling. Bring up the macro page and add a new macro with /sampledna. There are two kinds if creatures you need to worry about agro and not. Creatures that are not agro can be approached without the scent mask skill (Scout exploration line). I'd still suggest having it up as approaching my still alarm them and cause the sample to be more difficult. Please note that ALL creatures can agro you while your sampling. Your first clue off this will be the creature hitting you. Its good to be aware of which creatures are social as nearby creatures of that type will also attack you if you attack back. It is important to know which deathblow as you do not want to risk being incapacitated by them. Make sure you burst run from any creature that DB's and that you have scouted an escape route. I'd suggest a route that leads right into a group of non-aggros. Agro creatures must be approached with the scent mask ability up. As the CL of the creature your approaching increases the more caution you need to take in the approach. The first thing to remember is that walking is better than running and crawling is better than walking for the approach. While sampling you are better off kneeling than standing. Really dangerous creatures should be approached from behind while wearing a suit of scent neutralizes clothing. (Please remember than +25 is supposed to be the max bonus you should be getting out of these clothes) I'd also suggest have a macro ready (that does /stand; /pause 1; /burstrun) in case your aggrod. Steep hills and other terrain can also help you get away without needing to waste your burst run. Some people also have luck approaching the creature by vehicle with scent masked. Then hitting a macro (It needs the full vehicle name, e.g. /mount speederbike to get away. If you're a ranger the camo kits can also be very useful. Alternately you can see if any of the MBE's on your server have a vendor where they sell DNA they have collected. However you're going to work make sure you have LOTS of inventory space. Make sure your wearing a backpack and get 3 droids with inventory space. (Preferably 10 spaces per droid). In total this should give you 140 inventory slots. You will find you'll need it because DNA does not stack and you need a lot of it. I'd also suggest bringing a cheap shield generator and muon gold as both can help make this easier.
Experimental Increases
There are 5 places to experiment. Physique controls fortitude and hardiness. Prowess controls endurance and dexterity. Mental controls intellect and cleverness. Psychology controls dependability and courage. Aggression controls fierceness and power. When you experiment on one of the slots the related attributes will increase. Please note that when you critically fail experimentation it is common to see one of the related attributes to go up, one to go down and one unrelated attribute will also go down. If you have already maxed out the slot related to this third attribute, you will not be given the option to experiment it back up. BE experimental failure seem to be as high as 20% with good crafting tools and good private crafting stations, so be careful. Please note that it is normal for 1 of the 2 attributes to max out during experimentation long before the other one. For instance I frequently see fortitude max out long before hardiness. The following system works fairly well to determine the expected increase for a success on experimentation on all of the slots except psychology. (It usually works for 1st generation psychology, but not always then)
For a physique experimentation point:-
Hardiness increase = [ F / ( F + H )] x 140
Fortitude increase = [ H / ( F + H )] x 140
HAM
Each of the HAM attributes (Health/Action/Mind) is affected by the inputted DNA samples. However the only way to affect Health positively in experimentation is to experiment on physique. The only way to effect Action positively is to experiment on prowess. The only way to affect Mind positively is to experiment on mental. The following show how the DNA slots affect the initial/final outcome.
Health is determined by hardiness. Hardiness is determined by the physique algorithm, physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. 500 will give you about 9000 health. (Final combine randomizes this a bit)
Action is determined by dexterity. Dexterity is determined by the prowess algorithm, physique 25%, prowess 42%, mental 17%, psychology 8.5% and aggression 7.5%. 500 will give you about 9000 action. (Final combine randomizes this a bit)
Mind is determined by intellect. Intellect is determined by the mental algorithm, physique 5%, prowess 10%, mental 50%, psychology 30% and aggression 5%. 500 will give you about 9000 mind. (Final combine randomizes this a bit)
As you can see each of these stats is effect to varying degrees by all 5 DNA samples entered into the samples. Of the three stats Health is usually considered the most important for a pet, action the second most.
Armor and Resists
Armor is determined by fortitude. If the fortitude is over 500 you get armor, under and you don't. Fortitude is determined as follows physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. To experiment fortitude up you put experiment points in physique. Please note that it is common for fortitude to max out before hardiness. Once fortitude stops moving upward on a successful experiment of physique then fortitude is maxed out.
Resists are a little more complicated. Resist are a little more complicated. To start with there are 8 resists, kinetic, energy, blast, heat, cold, electric, acid and stun. Each of these resists can come in 3 flavors effective, special and vulnerable. Vulnerable will show up as such on both the creature and the DNA samples. Effective and special resist can only be determined by examination by someone with sufficient creature-knowledge (scout and ranger ability). The stats for wild creatures can also be found on web sites such as http://www.swgcreatures.com.
The SWG official explanation for armor and resist can be found at http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Armor%20Fundamentals. Basically effective and special resist damage in exactly the same way. They do not however work the same way with respect to the BE cloning process. Vulnerable acts as a -99 special resist. Resistance is determined by the standard physique determination algorithm, physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. However specials resists always override effective resist making the effective resist act as a 0 for the calculation. If the final resist is negative then the resist will be marked as vulnerable. Please note that effective resist will come through with part of its value. It will then require physique experimentation to bring it up to its full value. It cannot be brought over its final value by experimentation. It will also go back to 0, when fortitude goes over 500 and armor is achieved. Further experimentation will cause it to go up again. Additionally effective resists may be brought over their determined figure by a great result on the final combine. Special resists will always be at their determined amount and are unaffected by experimentation. Please note that kinetic and energy have a BE ceiling of 60 and the rest seem to have a ceiling of 100.
Examples of the resist calculation
physique/prowess/mental/psychological/aggression = resist
15E + 15E + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 + 15*0.25 = 15E
15S + 15S + 15S + 15S + 15S = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 + 15*0.25 = 15S
15S + 15S + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 0 + 0 + 0 = 9.75 = 9S
15E + 15E + VLN + 15E + 15E = 0 + 0 + -99*0.05 + 0 + 0 = -4.95 = Vulnerable
15S + 15S + VLN + 15S + 15S = 15*0.4 + 15*0.25 + -99*0.05 + 15*0.05 + 15*0.25 = 9S
The system will not currently track effective vs. special resist for you so you will need to track it yourself. This means that it will not show up in the DNA sample. If you lack the Scout abilities to determine this then your best bet is to go to http://www.swgcreatures.com.
Damage, Attack Speed and ToHit
Damage is determined by power. Power uses the aggression algorithm, physique 17%, prowess 16%, mental 8.5%, psychology 16.5% and aggression 42%. You can multiply the power by 0.8 and round up to the next multiple of 10 to get a rough estimate of the lower damage limit. The upper damage limit is usually 10 points higher than the lower damage limit. (I have had both 55-65 damage and 70-75 damage, so these are just guide lines)
Attack speed is determined by courage. Courage uses the psychology algorithm, physique 9%, prowess 5%, mental 26%, psychology 43% and aggression 17%. The speed is usually close to 2.5 - (courage rounded up to the next 10)/1000.
ToHit is determined by cleverness. Cleverness uses the mental algorithm, physique 5%, prowess 10%, mental 50%, psychology 30% and aggression 5%. The ToHit is usually close to 0.19 + cleverness/1500.
Ranged Attack, Special1 and Special2
The mental DNA inserted determines ranged attack for me with a high degree of certainty. However several people have managed the same affect using the psychology slot. The DNA sample is question needs to have the ranged ability. The chance of transference then seems to be based on the quality of the DNA sample. I have reliably gotten ranged attack to come through when the only ranged DNA sample was in the mental slot and was of very high quality.
The general belief is that by preference special 1 comes from aggression and special 2 from psychology. Please note that they do not have to come from the same DNA slots. Multiple copies of an attack seem to cause a preference for that attack. Slots lacking specials seem to shift the specials off to other slots but do not make it definite that an attack will come through. Invalid specials (Area-Of-Effect such as plague strike, poison spray, open wounds) seem to express themselves as empty specials. By this I mean that if an invalid specials is picked for the special attack slot will come through as missing a special for that slot. This can mean you are likely to get no special for 1 or 2, as appropriate.
Creature Level
The short version is we don't really understand the algorithm that is used. The hope would be that CL would take all of the above into effect. Practically however it seems to mostly depend on damage, resists and the CL of the donors. In addition the CL determining algorithm is supposed to change soon. This makes most of our current guesses fairly pointless. Please note however there are a few important levels from a sales perspective. CL10 is the non-CH level. CL12 is the novice CH level. CL23/24 is the "triplets" level for an MCH. (23 + 23 + 24 = 70). CL35 is the "twins" level for an MCH. (35 + 35 = 70). CL 60-70 is the single large, hay look what I've got level. You also need to watch out for agro templates when combined with CL 60+ creatures. To control these you need some form of aggressive bonus. The two standard places to get these bonuses are the Wookie racial bonus and taming bonuses from clothing. (The second comes from our tissue line)
Template Level
Templates have the same quality characteristics that DNA samples have. (Poor, below average, average, above average, high and very high) We assign numbers to them Poor = 0, below average = 1, average = 2, above average = 3, high = 4, and very high = 5. A DNA template will have a quality, which is the average of its 5 samples rounded down. This means that it takes 5 very high quality samples to make a very high quality template. It also mean a 1 above average, 3 high and 1 very high quality samples will make a high quality template. There seems to be some advantage to using higher quality templates when doing the final combine. It also seems to affect the type of DNA gotten for nth generation DNA samples.
Skins
Skins determine movement speed, aggression level and minimum CL for a creature. They are applied as the last part of the combine. Aggression level and minimum CL determines who can tame/use the pet. Non-CH must by 10 or under and not aggressive. Low-level CH's also tend to be unable to handle aggressive pets.
Aggressive pets include Angler, Boar wolf, Bocatt, Choku, Huurton, Kusak, Langlatch, Shear Mite, Bordock, Dune Lizard, Narglatch, Woolamander, Kliknik, Vesp, Graul, Rancor and Kimogila.
CL 2 minimum Pets include Angler, Bearded Jax, Boar Wolf, Bocatt, Choku, Durni, Eopie, Gnort, Hermit Spider, Huurton, Kima, Krahbu, Kusak, Langlatch, Mott, Roba, Shear Mite, Slice Hound, Squall, Swirl Prong, and Vir Vur.
CL 5 minimum Pets include Bageraset, Bantha, Blurrg, Bol, Bolle Bol, Bolma, Bordok, Brackaset, Carrion Spat, Cu Pa, Dalyrake, Dewback, Dune Lizard, Falumpaset, Gualama, Guf Drolg, Gurnaset, Gurrcat, Gurreck, Ikopi, Kaadu, Kahmurra, Kwi, Mawgax, Narglatch, Pugoriss, Verne, and Zucca Boar.
CL 10 minimum Pets include Huf Dun, Piket, Razor Cat, Veermok, and Woolamander.
CL 15 minimum Pets include Gronda, Kliknik, Ronto, Snorbal, Thune, Tyblis and Vesp.
CL 20 minimum Pets include Malkloc and Torton.
CL 25 minimum Pets include Graul, Merek and Sharnaff.
CL 30 minimum Pet is the Fambaa.
CL 35 minimum Pet is the Rancor.
CL 40 minimum Pet is the Kimogila.
Currently the colors on some pets do not seem to stick once tamed. Kimogilas, Rancors and Jaxs are believed to have this problem. Razor Cat, Angler, and Kwi have all been confirmed to not have this problem. The problem will only manifest itself when the pet is tamed. As a statue the pet will show its color. On all pets the color seems to be absent in the datapad. In addition the examine function from the scout line seems to produce odd results.
Skin also seems to effect whether the ranged attack from the template can actually be used. Apparently only skins, which have wild creature with ranged attack, can actually use ranged attack. Skins where the creature the skin is named for have ranged attack are, angler, bagaraset, blurrg, bocatt, cu pa, dune lizard, kliknik, shear mite, squall and vesp. Skins which have ranged version but it is not the names creature are hermit spider (hermit spider queen), bolle bol (bolle bol colt), dalyrake (dalyrake matriarch) kwi (rhoa kwi guardian), merek (toxic merek battlelord) and kimogila (giant dune kimogila).
By Mirrl
BE pets are a balancing act with 5 DNA samples and up to 10 experimentation points. You begin with 5 DNA samples, which must be placed across 5 characteristics, physique, prowess, mental, psychology and aggression, to create a template. Once the template has been made you may spend your experimentation points as you wish on these 5 characteristics up to their maximums. In this document any predictions for values will be for the maximums. The initials values generally fall into the 60-80% of maximum range. It is not clear to me why they are some times closer to 60% and some times all in the 80-85% range. Once you have spent all of your experimentation points you get the final template. Pick a "skin" and add into it the final template plus meat and flora food to create a creature. It sounds fairly easy but none of the DNA samples contribute to just one thing and so it generally ends up a balancing action to get the creature you want. These 5 DNA samples will control HAM (Health/Action/Mind), armor, resists, damage, attack speed, chance to hit, ranged attack, 2 different special attacks and the creature level. The skin you pick will determine the creatures run speed, minimum creature level and whether its "agro" (i.e. could it ever be a non-CH pet and does it deathblow).
DNA Sampling
The profession does not come with a built in macro for doing DNA sampling. Bring up the macro page and add a new macro with /sampledna. There are two kinds if creatures you need to worry about agro and not. Creatures that are not agro can be approached without the scent mask skill (Scout exploration line). I'd still suggest having it up as approaching my still alarm them and cause the sample to be more difficult. Please note that ALL creatures can agro you while your sampling. Your first clue off this will be the creature hitting you. Its good to be aware of which creatures are social as nearby creatures of that type will also attack you if you attack back. It is important to know which deathblow as you do not want to risk being incapacitated by them. Make sure you burst run from any creature that DB's and that you have scouted an escape route. I'd suggest a route that leads right into a group of non-aggros. Agro creatures must be approached with the scent mask ability up. As the CL of the creature your approaching increases the more caution you need to take in the approach. The first thing to remember is that walking is better than running and crawling is better than walking for the approach. While sampling you are better off kneeling than standing. Really dangerous creatures should be approached from behind while wearing a suit of scent neutralizes clothing. (Please remember than +25 is supposed to be the max bonus you should be getting out of these clothes) I'd also suggest have a macro ready (that does /stand; /pause 1; /burstrun) in case your aggrod. Steep hills and other terrain can also help you get away without needing to waste your burst run. Some people also have luck approaching the creature by vehicle with scent masked. Then hitting a macro (It needs the full vehicle name, e.g. /mount speederbike to get away. If you're a ranger the camo kits can also be very useful. Alternately you can see if any of the MBE's on your server have a vendor where they sell DNA they have collected. However you're going to work make sure you have LOTS of inventory space. Make sure your wearing a backpack and get 3 droids with inventory space. (Preferably 10 spaces per droid). In total this should give you 140 inventory slots. You will find you'll need it because DNA does not stack and you need a lot of it. I'd also suggest bringing a cheap shield generator and muon gold as both can help make this easier.
Experimental Increases
There are 5 places to experiment. Physique controls fortitude and hardiness. Prowess controls endurance and dexterity. Mental controls intellect and cleverness. Psychology controls dependability and courage. Aggression controls fierceness and power. When you experiment on one of the slots the related attributes will increase. Please note that when you critically fail experimentation it is common to see one of the related attributes to go up, one to go down and one unrelated attribute will also go down. If you have already maxed out the slot related to this third attribute, you will not be given the option to experiment it back up. BE experimental failure seem to be as high as 20% with good crafting tools and good private crafting stations, so be careful. Please note that it is normal for 1 of the 2 attributes to max out during experimentation long before the other one. For instance I frequently see fortitude max out long before hardiness. The following system works fairly well to determine the expected increase for a success on experimentation on all of the slots except psychology. (It usually works for 1st generation psychology, but not always then)
For a physique experimentation point:-
Hardiness increase = [ F / ( F + H )] x 140
Fortitude increase = [ H / ( F + H )] x 140
HAM
Each of the HAM attributes (Health/Action/Mind) is affected by the inputted DNA samples. However the only way to affect Health positively in experimentation is to experiment on physique. The only way to effect Action positively is to experiment on prowess. The only way to affect Mind positively is to experiment on mental. The following show how the DNA slots affect the initial/final outcome.
Health is determined by hardiness. Hardiness is determined by the physique algorithm, physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. 500 will give you about 9000 health. (Final combine randomizes this a bit)
Action is determined by dexterity. Dexterity is determined by the prowess algorithm, physique 25%, prowess 42%, mental 17%, psychology 8.5% and aggression 7.5%. 500 will give you about 9000 action. (Final combine randomizes this a bit)
Mind is determined by intellect. Intellect is determined by the mental algorithm, physique 5%, prowess 10%, mental 50%, psychology 30% and aggression 5%. 500 will give you about 9000 mind. (Final combine randomizes this a bit)
As you can see each of these stats is effect to varying degrees by all 5 DNA samples entered into the samples. Of the three stats Health is usually considered the most important for a pet, action the second most.
Armor and Resists
Armor is determined by fortitude. If the fortitude is over 500 you get armor, under and you don't. Fortitude is determined as follows physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. To experiment fortitude up you put experiment points in physique. Please note that it is common for fortitude to max out before hardiness. Once fortitude stops moving upward on a successful experiment of physique then fortitude is maxed out.
Resists are a little more complicated. Resist are a little more complicated. To start with there are 8 resists, kinetic, energy, blast, heat, cold, electric, acid and stun. Each of these resists can come in 3 flavors effective, special and vulnerable. Vulnerable will show up as such on both the creature and the DNA samples. Effective and special resist can only be determined by examination by someone with sufficient creature-knowledge (scout and ranger ability). The stats for wild creatures can also be found on web sites such as http://www.swgcreatures.com.
The SWG official explanation for armor and resist can be found at http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Armor%20Fundamentals. Basically effective and special resist damage in exactly the same way. They do not however work the same way with respect to the BE cloning process. Vulnerable acts as a -99 special resist. Resistance is determined by the standard physique determination algorithm, physique 40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. However specials resists always override effective resist making the effective resist act as a 0 for the calculation. If the final resist is negative then the resist will be marked as vulnerable. Please note that effective resist will come through with part of its value. It will then require physique experimentation to bring it up to its full value. It cannot be brought over its final value by experimentation. It will also go back to 0, when fortitude goes over 500 and armor is achieved. Further experimentation will cause it to go up again. Additionally effective resists may be brought over their determined figure by a great result on the final combine. Special resists will always be at their determined amount and are unaffected by experimentation. Please note that kinetic and energy have a BE ceiling of 60 and the rest seem to have a ceiling of 100.
Examples of the resist calculation
physique/prowess/mental/psychological/aggression = resist
15E + 15E + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 + 15*0.25 = 15E
15S + 15S + 15S + 15S + 15S = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 + 15*0.25 = 15S
15S + 15S + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 0 + 0 + 0 = 9.75 = 9S
15E + 15E + VLN + 15E + 15E = 0 + 0 + -99*0.05 + 0 + 0 = -4.95 = Vulnerable
15S + 15S + VLN + 15S + 15S = 15*0.4 + 15*0.25 + -99*0.05 + 15*0.05 + 15*0.25 = 9S
The system will not currently track effective vs. special resist for you so you will need to track it yourself. This means that it will not show up in the DNA sample. If you lack the Scout abilities to determine this then your best bet is to go to http://www.swgcreatures.com.
Damage, Attack Speed and ToHit
Damage is determined by power. Power uses the aggression algorithm, physique 17%, prowess 16%, mental 8.5%, psychology 16.5% and aggression 42%. You can multiply the power by 0.8 and round up to the next multiple of 10 to get a rough estimate of the lower damage limit. The upper damage limit is usually 10 points higher than the lower damage limit. (I have had both 55-65 damage and 70-75 damage, so these are just guide lines)
Attack speed is determined by courage. Courage uses the psychology algorithm, physique 9%, prowess 5%, mental 26%, psychology 43% and aggression 17%. The speed is usually close to 2.5 - (courage rounded up to the next 10)/1000.
ToHit is determined by cleverness. Cleverness uses the mental algorithm, physique 5%, prowess 10%, mental 50%, psychology 30% and aggression 5%. The ToHit is usually close to 0.19 + cleverness/1500.
Ranged Attack, Special1 and Special2
The mental DNA inserted determines ranged attack for me with a high degree of certainty. However several people have managed the same affect using the psychology slot. The DNA sample is question needs to have the ranged ability. The chance of transference then seems to be based on the quality of the DNA sample. I have reliably gotten ranged attack to come through when the only ranged DNA sample was in the mental slot and was of very high quality.
The general belief is that by preference special 1 comes from aggression and special 2 from psychology. Please note that they do not have to come from the same DNA slots. Multiple copies of an attack seem to cause a preference for that attack. Slots lacking specials seem to shift the specials off to other slots but do not make it definite that an attack will come through. Invalid specials (Area-Of-Effect such as plague strike, poison spray, open wounds) seem to express themselves as empty specials. By this I mean that if an invalid specials is picked for the special attack slot will come through as missing a special for that slot. This can mean you are likely to get no special for 1 or 2, as appropriate.
Creature Level
The short version is we don't really understand the algorithm that is used. The hope would be that CL would take all of the above into effect. Practically however it seems to mostly depend on damage, resists and the CL of the donors. In addition the CL determining algorithm is supposed to change soon. This makes most of our current guesses fairly pointless. Please note however there are a few important levels from a sales perspective. CL10 is the non-CH level. CL12 is the novice CH level. CL23/24 is the "triplets" level for an MCH. (23 + 23 + 24 = 70). CL35 is the "twins" level for an MCH. (35 + 35 = 70). CL 60-70 is the single large, hay look what I've got level. You also need to watch out for agro templates when combined with CL 60+ creatures. To control these you need some form of aggressive bonus. The two standard places to get these bonuses are the Wookie racial bonus and taming bonuses from clothing. (The second comes from our tissue line)
Template Level
Templates have the same quality characteristics that DNA samples have. (Poor, below average, average, above average, high and very high) We assign numbers to them Poor = 0, below average = 1, average = 2, above average = 3, high = 4, and very high = 5. A DNA template will have a quality, which is the average of its 5 samples rounded down. This means that it takes 5 very high quality samples to make a very high quality template. It also mean a 1 above average, 3 high and 1 very high quality samples will make a high quality template. There seems to be some advantage to using higher quality templates when doing the final combine. It also seems to affect the type of DNA gotten for nth generation DNA samples.
Skins
Skins determine movement speed, aggression level and minimum CL for a creature. They are applied as the last part of the combine. Aggression level and minimum CL determines who can tame/use the pet. Non-CH must by 10 or under and not aggressive. Low-level CH's also tend to be unable to handle aggressive pets.
Aggressive pets include Angler, Boar wolf, Bocatt, Choku, Huurton, Kusak, Langlatch, Shear Mite, Bordock, Dune Lizard, Narglatch, Woolamander, Kliknik, Vesp, Graul, Rancor and Kimogila.
CL 2 minimum Pets include Angler, Bearded Jax, Boar Wolf, Bocatt, Choku, Durni, Eopie, Gnort, Hermit Spider, Huurton, Kima, Krahbu, Kusak, Langlatch, Mott, Roba, Shear Mite, Slice Hound, Squall, Swirl Prong, and Vir Vur.
CL 5 minimum Pets include Bageraset, Bantha, Blurrg, Bol, Bolle Bol, Bolma, Bordok, Brackaset, Carrion Spat, Cu Pa, Dalyrake, Dewback, Dune Lizard, Falumpaset, Gualama, Guf Drolg, Gurnaset, Gurrcat, Gurreck, Ikopi, Kaadu, Kahmurra, Kwi, Mawgax, Narglatch, Pugoriss, Verne, and Zucca Boar.
CL 10 minimum Pets include Huf Dun, Piket, Razor Cat, Veermok, and Woolamander.
CL 15 minimum Pets include Gronda, Kliknik, Ronto, Snorbal, Thune, Tyblis and Vesp.
CL 20 minimum Pets include Malkloc and Torton.
CL 25 minimum Pets include Graul, Merek and Sharnaff.
CL 30 minimum Pet is the Fambaa.
CL 35 minimum Pet is the Rancor.
CL 40 minimum Pet is the Kimogila.
Currently the colors on some pets do not seem to stick once tamed. Kimogilas, Rancors and Jaxs are believed to have this problem. Razor Cat, Angler, and Kwi have all been confirmed to not have this problem. The problem will only manifest itself when the pet is tamed. As a statue the pet will show its color. On all pets the color seems to be absent in the datapad. In addition the examine function from the scout line seems to produce odd results.
Skin also seems to effect whether the ranged attack from the template can actually be used. Apparently only skins, which have wild creature with ranged attack, can actually use ranged attack. Skins where the creature the skin is named for have ranged attack are, angler, bagaraset, blurrg, bocatt, cu pa, dune lizard, kliknik, shear mite, squall and vesp. Skins which have ranged version but it is not the names creature are hermit spider (hermit spider queen), bolle bol (bolle bol colt), dalyrake (dalyrake matriarch) kwi (rhoa kwi guardian), merek (toxic merek battlelord) and kimogila (giant dune kimogila).
Message Edited by ArthurDentOnBria on 02-21-2005 03:55 PM
ArthurDentOnBria
Mon Feb 21, 2005 3:01 pm
#5
Generation Creation
For assorted reasons you may wish to make a generational creation. It is currently possible to sample DNA from creature you have created. There used to be a bug where the cleverness of a sample from a creature you had created would be 0. This seems to no longer be true. We no longer lose cleverness as a result of the generational approach.
Any time you sample the DNA sample will have lower stats than the creature it came from. Even with 10 experiments points it seems to be impossible to max every stat to try and regain the original creatures stats. This allows you to reduce the stats (HAM/Attack Speed/Damage/To Hit) while maintaining the resists and special of the creature. Armor becomes an interesting problem in this procedure because of the need to maintain fortitude over 500 while reducing the rest of the stats. The end goal of this process is to maintain the characteristics you care about, while losing the ones you don't and achieving a lower CL level. It can also be used to combine vulnerabilities for resists you don't care about. Vulnerability to everything except kinetic is a common goal for PvE pets. You can even use it in conjunction with first generation DNA for certain feature you care about. If you want to introduce certain specials but don't have a donor with those specials and the armor/resists you want? Make one. This is especially important in the aggression slot, which strongly affect both armor and specials. Make a first run creature to be your aggression donor and then feed it back into the mix (mutant, mutant, deaths head, deaths head, deaths head) gives strong poison, strong disease and ranged attack. However the armor has been severely weakened. (29, 39, 65, 65, 65, 19, 19, 19, 19). Feed that back in (mutant, mutant, 2nd, 2nd, 2nd), you get to keep the strong poison, strong disease and ranged attack but the armor is now (39, 52, 70, 70, 70, 22, 22, 22, 22). It's a lot of additional work but it may be worth it to you. You should also note that I have never gotten a better quality sample out of a creature than the template it came from. So it took very high quality template creatures to get very high quality DNA samples.
Non-CH pets
There are several pieces of the puzzle of CL which are as yet undetermined and so there is no easy formula for working this out. This means you will go over some times. Don't despair too much however. Novice Creature Handler's now have a CL12 limit, making them a good market for you near misses. However many of the pieces shown above can be used to help get under the limit or at least close. The first is that damage over 40-50 will frequently knock you out of CL10. As a result, unless you are working with very low power DNA any experimentation in aggression is likely to throw your results out of the non-CH range. In fact it is best to pick all low power samples for an attempted non-CH template. Make sure you put a very low power sample in the aggression slot. Your goal is to get a power of 50 or lower. Vulnerabilities also seem very useful for lowering CL. My favorite is the lesser dewback, which is CL 9 and has vulnerabilities to just about everything except kinetic. Since a non-CH pet is almost useless PvP kinetic is by far the most important resist. You also want to keep the HAM under 4K. You can do this by keeping hardiness, dexterity and intellect under 250. Several people have found that keeping fortitude under 100 help keep the resists down to manageable amounts. I have problems getting any non-CH with ranged attack and personally since most non-CH pets are PvE I do not find giving them ranged attack to be useful anyway. Since health is the most important characteristic I would suggest putting high hardiness samples in physique and prowess. Use low level samples everywhere else. If you can manage it try for a poison attack, as it is the best PvE DOT.
Thanks
I'd like to start with a very large thank you to Sumorex, Tal-N, Armok, KillerCRS, Grelgen, Plageron and Talthazar for coming up with details and confirmation for what I've tried to co-alate. Any mistakes found here in are certainly mine. I'm also going to preface this some of the links I find almost indispensable. I'd also like to thank Armok, TsiyaAma, OuterRimScout, Waaza, BntyHntr77, Karsus, JivanMukti, Nemthang, Momobear, Anarrion, Yalton and Kevm for feedback on the first rough draft.
For assorted reasons you may wish to make a generational creation. It is currently possible to sample DNA from creature you have created. There used to be a bug where the cleverness of a sample from a creature you had created would be 0. This seems to no longer be true. We no longer lose cleverness as a result of the generational approach.
Any time you sample the DNA sample will have lower stats than the creature it came from. Even with 10 experiments points it seems to be impossible to max every stat to try and regain the original creatures stats. This allows you to reduce the stats (HAM/Attack Speed/Damage/To Hit) while maintaining the resists and special of the creature. Armor becomes an interesting problem in this procedure because of the need to maintain fortitude over 500 while reducing the rest of the stats. The end goal of this process is to maintain the characteristics you care about, while losing the ones you don't and achieving a lower CL level. It can also be used to combine vulnerabilities for resists you don't care about. Vulnerability to everything except kinetic is a common goal for PvE pets. You can even use it in conjunction with first generation DNA for certain feature you care about. If you want to introduce certain specials but don't have a donor with those specials and the armor/resists you want? Make one. This is especially important in the aggression slot, which strongly affect both armor and specials. Make a first run creature to be your aggression donor and then feed it back into the mix (mutant, mutant, deaths head, deaths head, deaths head) gives strong poison, strong disease and ranged attack. However the armor has been severely weakened. (29, 39, 65, 65, 65, 19, 19, 19, 19). Feed that back in (mutant, mutant, 2nd, 2nd, 2nd), you get to keep the strong poison, strong disease and ranged attack but the armor is now (39, 52, 70, 70, 70, 22, 22, 22, 22). It's a lot of additional work but it may be worth it to you. You should also note that I have never gotten a better quality sample out of a creature than the template it came from. So it took very high quality template creatures to get very high quality DNA samples.
Non-CH pets
There are several pieces of the puzzle of CL which are as yet undetermined and so there is no easy formula for working this out. This means you will go over some times. Don't despair too much however. Novice Creature Handler's now have a CL12 limit, making them a good market for you near misses. However many of the pieces shown above can be used to help get under the limit or at least close. The first is that damage over 40-50 will frequently knock you out of CL10. As a result, unless you are working with very low power DNA any experimentation in aggression is likely to throw your results out of the non-CH range. In fact it is best to pick all low power samples for an attempted non-CH template. Make sure you put a very low power sample in the aggression slot. Your goal is to get a power of 50 or lower. Vulnerabilities also seem very useful for lowering CL. My favorite is the lesser dewback, which is CL 9 and has vulnerabilities to just about everything except kinetic. Since a non-CH pet is almost useless PvP kinetic is by far the most important resist. You also want to keep the HAM under 4K. You can do this by keeping hardiness, dexterity and intellect under 250. Several people have found that keeping fortitude under 100 help keep the resists down to manageable amounts. I have problems getting any non-CH with ranged attack and personally since most non-CH pets are PvE I do not find giving them ranged attack to be useful anyway. Since health is the most important characteristic I would suggest putting high hardiness samples in physique and prowess. Use low level samples everywhere else. If you can manage it try for a poison attack, as it is the best PvE DOT.
Thanks
I'd like to start with a very large thank you to Sumorex, Tal-N, Armok, KillerCRS, Grelgen, Plageron and Talthazar for coming up with details and confirmation for what I've tried to co-alate. Any mistakes found here in are certainly mine. I'm also going to preface this some of the links I find almost indispensable. I'd also like to thank Armok, TsiyaAma, OuterRimScout, Waaza, BntyHntr77, Karsus, JivanMukti, Nemthang, Momobear, Anarrion, Yalton and Kevm for feedback on the first rough draft.
Message Edited by ArthurDentOnBria on 02-21-2005 03:55 PM
ArthurDentOnBria
Mon Feb 21, 2005 3:02 pm
#6
Pet Recipees
There have obviously been lots and lots of threads on this, but here are just a few of them that I've saved links to:
the *original* pet recipies thread (more for posterity than anything)
Message Edited by ArthurDentOnBria on 02-21-2005 04:57 PM
ArthurDentOnBria
Mon Feb 21, 2005 3:03 pm
#7
This Master BE says,"Get a doctor to craft your petstim subcomponents" by Sumorex
Okie I said I'd find time tonight to do this and I did it for once. Here is an analysis of Advanced Components vs Regular Components for pet stim construction.
All pet stims were crafted with the same fiberplast (908 OQ / 323 UT) and talusian fungus (826 OQ / 769 PE). Few things of note. First, all experimentation points were spent maximizing the heal on the pet stims. This particular combination of Fiberplast and Fungus worked well for this because 9pts of great successes maximized the power, leaving 1pt to spend on charges- which ended up NOT raising the charge count on the pet stim as it would take a minimum of 2pts to accomplish this. Second, the range from beginning power to ending power was IDENTICAL for every single combination (the components figure into the BASE power/charge)... meaning the components did NOTHING to effect the expenditure of xp points. Last, an Adv before a component denotes an Advanced version of the component was used and the relevant statistics are in ( )'s.
AdvBEC (15p/17c) + AdvCRDM (62p) + AdvLS (168p) = 29c / 908p
This is going to be considered the Maximum Pet Stim for our argument. The charges were 29, though this could be pushed to 30 with an amazing success in the power experimentation as it was right on the bubble of hitting 30 by spending 1xp pt in charges. The power was 908. The only way to increase power higher would be to use a higher power rating in any of the three components, which was done just to see what would happen with a 17p/17c AdvBEC pushing the power of the final pet stim to 911.
AdvBEC (15p/17c) + CRDM (18p) + AdvLS (168p) = 29c / 863p
The differences were dCRDM=44p
dPS=45
A near perfect 1 to 1 ratio. From previous experience that 1pt of difference (also seen in the 911 version) occurs randomly. There seems to be a 0-1pt range on components.
AdvBEC (15p/17c) + AdvCRDM (62p) + LS (36p) = 29c / 775p
dLS=132,
dPS=133,
Again nearly 1 to 1 ratio.
BEC (3p/3c) + AdvCRDM (62p) + AdvLS (168p) = 16c / 895p
dBEC=12p/14c
dPS=13p/13c
Again nearly a 1 to 1 ratio.
BEC (3p/3c) + AdvCRDM (62p) + LS (34p) = 16c / 760p
dBEC=12p/14c
dLS=134p
dTotal = 146p/14c
dPS=148p/13c.
Again nearly 1 to 1 ratio.
AdvBEC (15p/17c) + CRDM (18p) + LS(30p) = 29c / 725p
dCRDM=44p
dLS=138p
dTotal = 182p
dPS=183p.
Yet again almost 1 to 1 ratio.
BEC (3p/4c) + CRDM (18p) + AdvLS (168p) = 17c / 851p
dBEC=12p/13c
dCRDM=44p
dTotal = 56p/13c
dPS=57p/12c
See the trend? Nearly 1 to 1 ratio.
BEC (3p/3c) + CRDM (18p) + LS (29p) = 15c / 709p
dBEC=12p/14c
dCRDM=44p
dLS=139p
dTotal=195p/14c
dPS=199p/14c.
Nearly 1 to 1 again on power (notice -1-1-1=-3? for using all normals?).
Now to draw some conclusions from all these numbers. The first thing I notice is that the medical subcomponents are obviously figured into the calculations before experimentation. In almost every case there is a 1 to 1 reduction in power/charge of component to the power/charge of the final pet stim. Of the three subcomponents only the BEC effects Charges of the pet stim. Of the three components the LS has the largest impact on the power of the pet stim, the CRDM has the second largest, and the BEC is almost meaningless for power.
You have to consider the economic costs of the advanced components, but rather than break these down I'll speak from experience (if it is necessary, I'll do that too in another post). AdvBEC's are relatively easy to craft because there is ALWAYS some kind of Tatooine Fiberplast and Lokian Wild Wheat in existence, so there really isn't any excuse to not use these as a poor AdvBEC is still better than a well crafted BEC. Advanced Liquid Suspension's components, Talusian Water and Dantooine Berry Fruit, are also both always in existence. Both the AdvBEC and AdvLS are also 100% collectable using a harvester.
The AdvCRDM though is different because Herbivore meat has to be hand harvested and the Class 4 Liquid Petrochem Fuel does NOT always exist in the galaxy. So a component that only adds around 44power to a stim, yet has often rare or difficult to obtain resources, can be substituted for a regular version with a minimal impact on the final stim. This is unlike the HUGE difference AdvBEC (charges) and AdvLS (100power) would make in a pet stim.
So I will rank the Advanced medical subcomponents in order of most necessary to produce the galaxies finest, or better pet stims. If for economic reasons you can't afford all Advanced components, then concentrate top to bottom, you WON'T be disappointed in the word of mouth and return customers:
Advanced BEC (a *MUST* item)
Advanced LS (I consider this a MUST item)
Advanced CRDM (a luxury item, I only use them in Pet Stim C's and D's)
Few closing notes. Get a Master Doctor to make all of your schematics. Bio Engineers stink at making these because at Organic Chemistry IV our assembly skill stinks and we only have 5 experimentation points. You'll NEVER get anywhere near what a Master Doctor can make for ya. If you don't have a friend or PA member to craft these schematics for ya, approach a well known Master Doctor about creating them for cash, pet stims, or resources.... you'll find most are willing to do this for ya as long as they know you aren't using them in regular Stimpacks or reselling the fruits of their labor.
Pay attention to our base resources. Don't throw away AWESOME AdvCRDM's on poor Fungus or poor BEC's or any other poor ingredient. I always try to match the quality of every component. Great stuff with Great stuff, Good with Good, and poor with ... well.. if you're dealing with poor stuff, like I was dealing with horrible fungus for B's for six weeks, make the best of what ya can but try to save your good and great resources for when you finally get that great fungus or fiberplast or insectmeat or fish!
Addendum on Vitality packs:
The power and/or charge rating on your Liquid Suspensions and Biological Effect Controllers make ZERO difference in the strength of your vitality packs. Using the same raw materials, an AdvLS 168 + AdvBEC 13/18 will make the EXACT same vitality packs as a LS 1 + BEC 1/1.
SOOOOO:
Do not use advanced LS or BEC in vitality packs (waste of resources and factory run time)
Do not use good resources to make the LS or BEC (waste of resources)
Do not experiment on the LS or BEC (waste of factory run time)
Okie I said I'd find time tonight to do this and I did it for once. Here is an analysis of Advanced Components vs Regular Components for pet stim construction.
All pet stims were crafted with the same fiberplast (908 OQ / 323 UT) and talusian fungus (826 OQ / 769 PE). Few things of note. First, all experimentation points were spent maximizing the heal on the pet stims. This particular combination of Fiberplast and Fungus worked well for this because 9pts of great successes maximized the power, leaving 1pt to spend on charges- which ended up NOT raising the charge count on the pet stim as it would take a minimum of 2pts to accomplish this. Second, the range from beginning power to ending power was IDENTICAL for every single combination (the components figure into the BASE power/charge)... meaning the components did NOTHING to effect the expenditure of xp points. Last, an Adv before a component denotes an Advanced version of the component was used and the relevant statistics are in ( )'s.
AdvBEC (15p/17c) + AdvCRDM (62p) + AdvLS (168p) = 29c / 908p
This is going to be considered the Maximum Pet Stim for our argument. The charges were 29, though this could be pushed to 30 with an amazing success in the power experimentation as it was right on the bubble of hitting 30 by spending 1xp pt in charges. The power was 908. The only way to increase power higher would be to use a higher power rating in any of the three components, which was done just to see what would happen with a 17p/17c AdvBEC pushing the power of the final pet stim to 911.
AdvBEC (15p/17c) + CRDM (18p) + AdvLS (168p) = 29c / 863p
The differences were dCRDM=44p
dPS=45
A near perfect 1 to 1 ratio. From previous experience that 1pt of difference (also seen in the 911 version) occurs randomly. There seems to be a 0-1pt range on components.
AdvBEC (15p/17c) + AdvCRDM (62p) + LS (36p) = 29c / 775p
dLS=132,
dPS=133,
Again nearly 1 to 1 ratio.
BEC (3p/3c) + AdvCRDM (62p) + AdvLS (168p) = 16c / 895p
dBEC=12p/14c
dPS=13p/13c
Again nearly a 1 to 1 ratio.
BEC (3p/3c) + AdvCRDM (62p) + LS (34p) = 16c / 760p
dBEC=12p/14c
dLS=134p
dTotal = 146p/14c
dPS=148p/13c.
Again nearly 1 to 1 ratio.
AdvBEC (15p/17c) + CRDM (18p) + LS(30p) = 29c / 725p
dCRDM=44p
dLS=138p
dTotal = 182p
dPS=183p.
Yet again almost 1 to 1 ratio.
BEC (3p/4c) + CRDM (18p) + AdvLS (168p) = 17c / 851p
dBEC=12p/13c
dCRDM=44p
dTotal = 56p/13c
dPS=57p/12c
See the trend? Nearly 1 to 1 ratio.
BEC (3p/3c) + CRDM (18p) + LS (29p) = 15c / 709p
dBEC=12p/14c
dCRDM=44p
dLS=139p
dTotal=195p/14c
dPS=199p/14c.
Nearly 1 to 1 again on power (notice -1-1-1=-3? for using all normals?).
Now to draw some conclusions from all these numbers. The first thing I notice is that the medical subcomponents are obviously figured into the calculations before experimentation. In almost every case there is a 1 to 1 reduction in power/charge of component to the power/charge of the final pet stim. Of the three subcomponents only the BEC effects Charges of the pet stim. Of the three components the LS has the largest impact on the power of the pet stim, the CRDM has the second largest, and the BEC is almost meaningless for power.
You have to consider the economic costs of the advanced components, but rather than break these down I'll speak from experience (if it is necessary, I'll do that too in another post). AdvBEC's are relatively easy to craft because there is ALWAYS some kind of Tatooine Fiberplast and Lokian Wild Wheat in existence, so there really isn't any excuse to not use these as a poor AdvBEC is still better than a well crafted BEC. Advanced Liquid Suspension's components, Talusian Water and Dantooine Berry Fruit, are also both always in existence. Both the AdvBEC and AdvLS are also 100% collectable using a harvester.
The AdvCRDM though is different because Herbivore meat has to be hand harvested and the Class 4 Liquid Petrochem Fuel does NOT always exist in the galaxy. So a component that only adds around 44power to a stim, yet has often rare or difficult to obtain resources, can be substituted for a regular version with a minimal impact on the final stim. This is unlike the HUGE difference AdvBEC (charges) and AdvLS (100power) would make in a pet stim.
So I will rank the Advanced medical subcomponents in order of most necessary to produce the galaxies finest, or better pet stims. If for economic reasons you can't afford all Advanced components, then concentrate top to bottom, you WON'T be disappointed in the word of mouth and return customers:
Advanced BEC (a *MUST* item)
Advanced LS (I consider this a MUST item)
Advanced CRDM (a luxury item, I only use them in Pet Stim C's and D's)
Few closing notes. Get a Master Doctor to make all of your schematics. Bio Engineers stink at making these because at Organic Chemistry IV our assembly skill stinks and we only have 5 experimentation points. You'll NEVER get anywhere near what a Master Doctor can make for ya. If you don't have a friend or PA member to craft these schematics for ya, approach a well known Master Doctor about creating them for cash, pet stims, or resources.... you'll find most are willing to do this for ya as long as they know you aren't using them in regular Stimpacks or reselling the fruits of their labor.
Pay attention to our base resources. Don't throw away AWESOME AdvCRDM's on poor Fungus or poor BEC's or any other poor ingredient. I always try to match the quality of every component. Great stuff with Great stuff, Good with Good, and poor with ... well.. if you're dealing with poor stuff, like I was dealing with horrible fungus for B's for six weeks, make the best of what ya can but try to save your good and great resources for when you finally get that great fungus or fiberplast or insectmeat or fish!
Addendum on Vitality packs:
The power and/or charge rating on your Liquid Suspensions and Biological Effect Controllers make ZERO difference in the strength of your vitality packs. Using the same raw materials, an AdvLS 168 + AdvBEC 13/18 will make the EXACT same vitality packs as a LS 1 + BEC 1/1.
SOOOOO:
Do not use advanced LS or BEC in vitality packs (waste of resources and factory run time)
Do not use good resources to make the LS or BEC (waste of resources)
Do not experiment on the LS or BEC (waste of factory run time)
Message Edited by ArthurDentOnBria on 02-21-2005 05:02 PM
ArthurDentOnBria
Mon Feb 21, 2005 3:04 pm
#8
Ways to Improve Masked Scent (aka how to get dna from Mutant Rancors)
skills:
get at least exploration 4 (master scout is best)
master rangers get cammo ability that is better than master-scout level masked scent
equipment:
jawa beer (artisan level drink)
Aroma Screen(loot item)
masked scent enhanced clothing
techniques:
walk or crawl upto the creature
approaching from behindthe creatureif possible
get yourself into "peace" mode, which may reduce the chance of a deathblow should the creature aggro
Message Edited by ArthurDentOnBria on 02-28-2005 09:38 AM
ArthurDentOnBria
Tue Mar 01, 2005 9:05 pm
#10
Mollusk
You need to get a shellfish harvesting tool. You can get the schematic from a short NPC quest:
---Tatooine - Anchorhead
Vardias Tyne[Under Bridge] -
Q1 - Kill Rhalia - 4000 Credits
Q2 - Deliver Bantha Statue - Shellfish Harvesting Tool Schematic
Q1 - Kill Rhalia - 4000 Credits
Q2 - Deliver Bantha Statue - Shellfish Harvesting Tool Schematic
Milk
ArthurDentOnBria
Sat Mar 05, 2005 7:17 pm
#11
The Bio Engineer's Job On Base Destruction for Dummies By Khragon
This is as simple an explanation as I can give on how the BE does their part of the sequence in destroying a Player Base. You do not need to be a MBA in DNA Professional BEng. to know what to do, its very simple, but there is 4 things you DO NEED TO KNOW.
A=T, T=A, C=G and G=C
If you are a BE and ever plan to help destroy a base, have this written down as this is the only real required knowledge to complete the BE portion of a base destruction. Now down to the "what do I do?". You have a total of 23 matches you need to make.
When you hack the Override Terminal a pop up window will display. Something like:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 0
Sampled Chain: ACA
C
T
A
A
C
G
C
T
etc etc for a total of 23 in the list
The main idea is that you are trying to match the first letter in the "Sampled Chain" with its opposite like I posted at the top in red letters...the opposite of A is T and the opposite of T is A. The opposite of C is G and the opposite of G is C. Looking at the above Sampled Chain: ACA you have to choose a letter from the provided list of 23 options that matches the first letter...in this case it would be T, because T is the opposite of A. You can always ignore everything after the first letter as the remaining letters are ilrelevent
C
T - Choose
A
A
C
G
C
T
etc etc
It will then tell you that you have matched 1 Nucleotide, then it resets the window to show the 1 match you made of the 23 total you need to make and the sampled chain will change, something like:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 1
Sampled Chain: TGCCA
C
TA
A
A
C
G
C
etc etc
Sampled Chain: TGCCA this time requires to you match the T....remember you are only matching the first letter of the sampled chain, ignore the other letters. Opposite of T is A, so in the list you would choose A. You can choose any "A" in the list of 23 letters, it would not matter because eventually you will have to match all of them anyways.
C
TA
A - Choose
A
C
G
C
Eventually you will come to a point where the opposite letter you have to choose from the list to match the Sampled Chains first letter will not be present. You will only have double letters in the list and maybe a few single letters that are not the one you want. Something like:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 15
Sampled Chain: ACGGT
CG
TA
AT
AT
CG
GC
CG
A
G
etc etc
In this example the Sampled Chain:ACGGT you wanted a single T to match to the letter A, but there is none left in the list. This basically means no matter what you choose this time, it will not be correct. So choose any of the double letters you see which will result in the reply "You have matched 0 nucleotides", then the window will reset again with a new Sampled Chain.
Lets assume you have matched 15 of the 23 so far, this means you have to match 8 more from the list. The idea is to keep reseting the window and obtaining a new "Sampled Chain" with the first letter that matches the remaining 8 single letters you need to match up. For example, assume you still have the letters G,G,G,G,C,C,C,T left to match from your list. Meaning you need Sampled Chains that start with C,C,C,C,G,G,A in order to complete your final 8 matches. Anytime you get a sampled chain that you cannot choose from your remaining 8, just choose any from the list so a new window comes up with a new sample chain and keep doing that until you get chains that you can match up to.
Advanced
If the page 1 guide was of help and you now understand the basic idea on how to match the Sample Chains, this is an addendum to that as I did not want to include this part as it may confuse people. I figure once people understand the basic ideas on how it works off page 1, this part should make sense.
When matching the 23 letters from the list to the first letter in the Sampled Chain, you do not have to match the first letter in the sampled chain, you can match any of the letters. In other words, any letter in the list of 23, as long as the opposite is in the sampled chain you can match, regardless of whether its the first letter in the sampled chain or the last letter. For example, lets assume you have 4 letters left to match in the list and all 4 are G...something like:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 0
Sampled Chain: ACA
CG
TA
AT
AT
G
G
CG
G
TA
G
etc etc....
In this instance, you do not have to wait for a C to be the first letter in the sampled chain, as long as you have a C anywhere in the sampled chain you can match it to one of the 4 remaining G's. In the above Sampled Chain: ACA, notice C is not the first letter of the chain, A is. Doesnt matter, you can still match it to one of the G's. So to match the C to one of the 4 remaining G's, simply line it up by choosing the letter above any G even though the first A in the sample chain wont match it. Like this:
Sampled Chain:ACA
CG
TA
AT
AT - Choose here because the letter C in the sampled chain is the second letter, therefore by choosing here
G - this letter G will match the C in the sampled chain.
CG
G
TA
G
etc etc....
Breaking this down, by choosing the AT, you are pairing AT with the First A in the sampled chain which has no benefit but you are pairing the G with the C in the sampled chain, and then the CG is being paired with the last A in the sampled chain which has no benefit. Even though the AT and CG are already matched pairs, doesnt matter you were simply choosing the AT so that the sampled chains C would match the G, AT and CG are illrelevent.
This leads to the possibilty of matching multiple pairs at one time as well. You can easily often get 2 and 3 pair matches each time if the letters in the list of 23 are lined up to match the 3 letters in your Sampled Chain as was briefly discussed on page 1. For example:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 0
Sampled Chain: CGT
C
T
A
A
G
G
C
A
T
T
In this example to match the C in the sampled chain, you have 2 choices as there are 2 G's to choose to match the C to. However 1 G will give you only 1 match, the other G if you chose it gives you 3 matches, so obviously both are the right choice as you are guaranteed to at least match the C, but one choice is better because you will get 3 matches, here it is:
Sampled Chain: CGT
C
T
A
A
G
G - First Match: Choose here because the Sampled chains C matches this G
C - Second Match: If you chose the above G, the sampled chains second letter G will match this C too!
A - Third Match: The sampled chains third letter T will match this A....Triple match with 1 choice!!
T
T
You can match ANY of the 3 sampled chains letters, and or any combination of the letter, you can match the first and third in one choice, second and third, first and second, etc.
This is as simple an explanation as I can give on how the BE does their part of the sequence in destroying a Player Base. You do not need to be a MBA in DNA Professional BEng. to know what to do, its very simple, but there is 4 things you DO NEED TO KNOW.
A=T, T=A, C=G and G=C
If you are a BE and ever plan to help destroy a base, have this written down as this is the only real required knowledge to complete the BE portion of a base destruction. Now down to the "what do I do?". You have a total of 23 matches you need to make.
When you hack the Override Terminal a pop up window will display. Something like:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 0
Sampled Chain: ACA
C
T
A
A
C
G
C
T
etc etc for a total of 23 in the list
The main idea is that you are trying to match the first letter in the "Sampled Chain" with its opposite like I posted at the top in red letters...the opposite of A is T and the opposite of T is A. The opposite of C is G and the opposite of G is C. Looking at the above Sampled Chain: ACA you have to choose a letter from the provided list of 23 options that matches the first letter...in this case it would be T, because T is the opposite of A. You can always ignore everything after the first letter as the remaining letters are ilrelevent
C
T - Choose
A
A
C
G
C
T
etc etc
It will then tell you that you have matched 1 Nucleotide, then it resets the window to show the 1 match you made of the 23 total you need to make and the sampled chain will change, something like:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 1
Sampled Chain: TGCCA
C
TA
A
A
C
G
C
etc etc
Sampled Chain: TGCCA this time requires to you match the T....remember you are only matching the first letter of the sampled chain, ignore the other letters. Opposite of T is A, so in the list you would choose A. You can choose any "A" in the list of 23 letters, it would not matter because eventually you will have to match all of them anyways.
C
TA
A - Choose
A
C
G
C
Eventually you will come to a point where the opposite letter you have to choose from the list to match the Sampled Chains first letter will not be present. You will only have double letters in the list and maybe a few single letters that are not the one you want. Something like:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 15
Sampled Chain: ACGGT
CG
TA
AT
AT
CG
GC
CG
A
G
etc etc
In this example the Sampled Chain:ACGGT you wanted a single T to match to the letter A, but there is none left in the list. This basically means no matter what you choose this time, it will not be correct. So choose any of the double letters you see which will result in the reply "You have matched 0 nucleotides", then the window will reset again with a new Sampled Chain.
Lets assume you have matched 15 of the 23 so far, this means you have to match 8 more from the list. The idea is to keep reseting the window and obtaining a new "Sampled Chain" with the first letter that matches the remaining 8 single letters you need to match up. For example, assume you still have the letters G,G,G,G,C,C,C,T left to match from your list. Meaning you need Sampled Chains that start with C,C,C,C,G,G,A in order to complete your final 8 matches. Anytime you get a sampled chain that you cannot choose from your remaining 8, just choose any from the list so a new window comes up with a new sample chain and keep doing that until you get chains that you can match up to.
Advanced
If the page 1 guide was of help and you now understand the basic idea on how to match the Sample Chains, this is an addendum to that as I did not want to include this part as it may confuse people. I figure once people understand the basic ideas on how it works off page 1, this part should make sense.
When matching the 23 letters from the list to the first letter in the Sampled Chain, you do not have to match the first letter in the sampled chain, you can match any of the letters. In other words, any letter in the list of 23, as long as the opposite is in the sampled chain you can match, regardless of whether its the first letter in the sampled chain or the last letter. For example, lets assume you have 4 letters left to match in the list and all 4 are G...something like:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 0
Sampled Chain: ACA
CG
TA
AT
AT
G
G
CG
G
TA
G
etc etc....
In this instance, you do not have to wait for a C to be the first letter in the sampled chain, as long as you have a C anywhere in the sampled chain you can match it to one of the 4 remaining G's. In the above Sampled Chain: ACA, notice C is not the first letter of the chain, A is. Doesnt matter, you can still match it to one of the G's. So to match the C to one of the 4 remaining G's, simply line it up by choosing the letter above any G even though the first A in the sample chain wont match it. Like this:
Sampled Chain:ACA
CG
TA
AT
AT - Choose here because the letter C in the sampled chain is the second letter, therefore by choosing here
G - this letter G will match the C in the sampled chain.
CG
G
TA
G
etc etc....
Breaking this down, by choosing the AT, you are pairing AT with the First A in the sampled chain which has no benefit but you are pairing the G with the C in the sampled chain, and then the CG is being paired with the last A in the sampled chain which has no benefit. Even though the AT and CG are already matched pairs, doesnt matter you were simply choosing the AT so that the sampled chains C would match the G, AT and CG are illrelevent.
This leads to the possibilty of matching multiple pairs at one time as well. You can easily often get 2 and 3 pair matches each time if the letters in the list of 23 are lined up to match the 3 letters in your Sampled Chain as was briefly discussed on page 1. For example:
DNA Sequence Processing...
Complete the missing Pairs:AT, TA, GC, CG
Matched Pairs: 0
Sampled Chain: CGT
C
T
A
A
G
G
C
A
T
T
In this example to match the C in the sampled chain, you have 2 choices as there are 2 G's to choose to match the C to. However 1 G will give you only 1 match, the other G if you chose it gives you 3 matches, so obviously both are the right choice as you are guaranteed to at least match the C, but one choice is better because you will get 3 matches, here it is:
Sampled Chain: CGT
C
T
A
A
G
G - First Match: Choose here because the Sampled chains C matches this G
C - Second Match: If you chose the above G, the sampled chains second letter G will match this C too!
A - Third Match: The sampled chains third letter T will match this A....Triple match with 1 choice!!
T
T
You can match ANY of the 3 sampled chains letters, and or any combination of the letter, you can match the first and third in one choice, second and third, first and second, etc.
Anarrion
Sat May 07, 2005 1:35 pm
#13
Has 'what to grind' changed since the CU? I'm grinding Micronutrient Supplements now, which require meat, and was wondering if I should take a look at some of the medic components as an alternative.
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