Dorelli's Introduction to Pet-crafting post-CU (for intermediate level BE's)
This starts from the point where you have gone out and sampled a bunch of creatures and brought home the DNA. They weren't level 4 critters but they were the biggest ones you could find. You want to start making good pets and you want to understand what you are doing. This guide is for you.
Let's take a look at how pet crafting works. To make a pet, you make a skin. Certain pet skins have minimum levels and some may or may not be 'aggressive' and not usable by a CH. However, we are not concerned with skins in this discussion. We are concerned with the Genetic Template that goes into the skin - this is the ONLY thing (apart from minimum skin level) that determines the level of the creature and the stats of it.
Now, let's consider that you went out and sampled a bunch of level 75 malklocs. You put malkloc DNA into the slots and press the button. You experiment up as much as you can especially on power and aggression but you run out of points. You press the button expecting to see something that is more or less what you put into the slots maybe minus one or two levels for the missing experimentation points that you don't have. And your final combine - is not level 75. It is less (*).
Why?
We have worked out the weighting (more or less) that you need to produce a curved line when you plot those values against the final creature level. If you take those same weightings and graph wild creature DNA values on the same graph, the curve for wild DNA values is to the left of the BE curve, and is a bit steeper but is, none-the-less a nicely defined curve.Doing more experimenting - preliminary results - the level vs. the index for wild animals is a straight line and lies almost on top of the template curve if you only take VHQ samples into account.
What does this tell us? In practical terms it means that you "get more x for y" -- It means that BE pets that are the same CL as a wild creature will always have significantly higher DNA stats than the wild one. It means if the DNA stats are the same - the BE pet will be lower in level - it means you have more room to play.
So how do you get the level back up to what the wild donors' level?
You will have noticed that the DNA samples from various creatures can be used to 'fingerprint' their species. That certain critters always have higher cleverness than others of the same level and so on. Some have high power but lower health, others have lower power but higher health. And on and on ...
To maximize the level of pet that you are going to get with the DNA that you have, fill the slots like this (this is not always a good idea):
- physique --- put your highest hardiness/fortitude sample in here
- prowess --- put your highest endurance/dexterity sample in here
- mental --- put your highest cleverness/intellect sample in here
- psychological -- put your highest dependability/courage sample in here
- aggression -- put your highest power/fierceness sample in here
Now once you have experimented up all those values (you can't but lets say you could) you have an 'enriched' creature that has stats that look like the best of all those samples! You can expect to get a creature that is much closer to the original level - in fact, you will probably get a creature that is way above the original levels of the donors - because of the enriching.
Power has great affect on level - as does hardiness but less so. If you are shooting for a specific level (say 70), you have to be careful not to let the power AND hardiness go too high - it is a trade-off between the two. Only YOU can say what your pet will be crafted to be - he can be high health but he will have lower power for the level. He can have high damage but then he will have lower health. And so on.
The slots (primarily) affect the final outcome this way:
Physique - hardiness (health)
-fortitude (armor - which resets itself on pet calling)
Prowess - endurance (health regen rate)
- dexterity (defence value - which resets itself on pet calling)
Mental - intellect (state resists)
- cleverness (to hit - which resets itself on pet calling)
Psych - dependability (critical save chance)
- courage (aggro bonus)
Aggression - fierceness (critical hit chance)
- power (min/max damage)
In actual fact, hardiness (for example - but applies to all of them) is not determined from the hardiness value in the physique slot alone. The final stats contribution was determined by Sumorex and is copied from his original post:
--- quote from Sumorex ---
Physique:
Physique 40% Prowess 25% Mental 5% Psychology 5% Aggression 25%
Prowess (Dexterity and Endurance) - this one has some buggy problems mainly with Endurance:
Physique 25% Prowess 42% Mental 17% Psychology 8.5% Aggression 7.5%
Mental (Intelligence [sic] and Cleverness):
Physique 5% Prowess 10% Mental 50% Psychology 30% Aggression 5%
Psychology (Dependability and Courage) - this is the worst of the 5 and needs more refinement and 2nd (or higher) generation DNA with the 1000+'s really whack it out:
Physique 9% Prowess 5% Mental 26% Psychology 43% Aggression 17%
Aggression (Fierceness and Power) - for best results typically round up:
Physique 17% Prowess 16% Mental 8.5% Psychology 16.5% Aggression 42%
--- end quote ---
What does this MEAN? Simply put, it means that the hardiness value you get after you experiment it up to the max takes 40% of the hardiness value in the physique slot, 25% of the hardiness in the prowess slot and so on with the smallest contribution coming from the mental slot. The same goes for fortitude. Intellect on the other hand,takes most of it's contribution from the mental and psych slots.
If you want to know the value you will get on the initial combine for all of these, Mirrl worked it out to be (original is here):
initial = maximum * ((maximum/1000) + 0.15)
maximum in this case being the value calculated above from Sumorex's values.
Namessiah made a very cute and darn useful tool that floats over SWG in windowed mode and can be found here.
CRAFTING TO A GOAL
OK, now you know how to enrich your template to get the highest possible values in all slots. You might be overshooting your desired combat level a bit. What do you do?
Well, this is where the fun starts ... and any knowledge I claim to have ends

... And this is where I leave you to play with the system and learn. Basically, you now have the knowledge to know that the best way of enriching specifically for say, health MIGHT be to put a high health sample into the physique, prowess and agression slots ... and if you look mental and psych don't contribute much to health so you might want to chose samples there that are higher in something else but you might not!
You can make 'enriched' animals and sample them as well to use their DNA to push up the values. There are many things you can do. Find out what your customers want and go from there. Hopefully this will serve as a good intro to get you started. Maybe one day I will have enough knowledge to write an advanced guide ...
Good luck and enjoy, Dorelli
(*) regarding the 5 malkloc combine - i didn't actually TRY it before i posted this but I think it is right - correct me please if i am wrong?
Message Edited by Dorelli on 07-14-2005 02:21 AM
Message Edited by Dorelli on 07-23-2005 01:25 PM
Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005