Bio Engineer Archive

Thread: What did I do wrong? (kinda long)

DanceLady
Tue Jan 27, 2004 4:35 pm
#1


I am a new BE, 2 0 4 0 in the BE trees, taking my time to learn the ropes. I have printouts and notes beyond notes of trying to understand some of this. I am not a holo-er. Anyway, I had a goal the other night and taking notes from the How to make a clone post, I thought I might be able to pull this off.


What I wanted to end up with was: stunning strike, medium poison, light armor, and ranged.


What I got was: stunning strike, medium poison, no armor and no ranged.


Here is what I used and where:


Physique – Rhoa Kwi Pack leader – Average DNA
DNA Stats: 660, 495, 639, 499, 660, 412, 500, 503, 362, 530
Light Armor
Resists Stats: 35, 65, 0, 60, 0, 0, 0, 0
Specials: crippling strike, dizzy strike
Ranged: NO


Prowess – Rhoa Kwi Guardian – Above Average
DNA Stats: 577, 307, 670, 507, 659, 370, 507, 504, 367, 417
No Armor
Resists Stats: 40, 65, 30, 80, 30, 30, 15, 30
Specials: crippling strike, dizzy strike
Ranged: YES


Mental – Gaping Spider – High
DNA Stats: 642, 505, 603, 507, 573, 407, 509, 515, 328, 555
Light Armor
Resist Stats: 30, 30, 60 , 15, v, v, 0, v
Specials: stunning strike, medium poison
Ranged: YES


Psychological – Gaping spider hunter – above average
DNA Stats: 630, 505, 603, 507, 566, 400, 508, 505, 321, 552
Light Armor
Resist Stats: 30, 30, 60 , 15, v, v, 0, v
Specials: stunning strike, medium poison
Ranged: YES


Aggression – gaping spider – high
DNA Stats: 639, 515, 600, 513, 567, 413, 512, 512, 328, 549
Light Armor
Resist Stats: 30, 30, 60 , 15, v, v, 0, v
Specials: stunning strike, medium poison
Ranged: YES


Ok.. With those combined I got:
Above Avg template
400, 206, 409, 256, 341, 162, 259, 115, 276
no armor, resist stats: 34, 53, 20, 50 , v, v, 3, v
specials: stunning strike, medium poison, no ranged


I have 1 exp point as I haven’t went up the experiment point tree yet, so I threw the point in Physique, hoping that would raise the fortitude up. Naturally, I failed so all the stats stayed the same except hardiness went up from 400 to 423 and fortitude went down from 206 to 114.


Using the how to make a clone post for my specials, I threw the special 1 into aggression and special 2 into psychological. For ranged, I put a ranged high ranged DNA into mental, and for armor I put it in the physique slot and to help out with ranged, I put the left over in the prowess. I know that sometimes this is random, but I thought maybe some of the more advanced BE’s can help me out and figure out what went wrong. Any help is greatly appreciated.



Audessa
~Master Dancer~ ~Working Towards Master Bio-Engineer~
(Starsider)

Audessa
~Working on Pistoleer and Smuggler~
(Corbantis)
ArthurDentOnBria
Tue Jan 27, 2004 4:51 pm
#2

Well, let's start with the armor. To get light armor in the final creature you need to get 500 fortitude in the template. Mostly, the physique, prowess, and agression contribute to fortitude.


As a master BE, generally I can get light armor by doing something like:


physique (something with 520+ fortitude)

prowess (something with 520+ fortitude)

mental anything that has maybe 200+ fortitude

psych anything that has maybe 200+ fortitude

aggression (something with 520+ fortitude)


This is just to give you a REAL rough idea. Then, on the combine, the fortitude will typically be around 350 (not even close to 500). After I put about 3 experimentation points (and successes) into physique, THEN it will suddenly get armor.


So I guess what I'm saying, is that your only chance at all of getting light armor if you can't do any experimentation because of your level, would be to fill all the slots with like 600+ fortitude dna. I'm not even sure if that would be sufficient but it might be worth a try.


Generally, putting a ranged sample into mental is sufficient to give a ranged attack to the template. The only thing I could think there is perhaps it's too low quality a sample.


As far as specials, generally they both will come from the aggression slot, all things being equal. If you absolutely want to assure yourself of getting a particular pair of specials, one thing that I've done that has not failed me so far is to get a dna sample with both the specials you want on it, put that into aggression, then put a sample of a creature with much lower CL into psych. That way there is no chance of the phsych dna bleeding into the specials.




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Tal-N
Tue Jan 27, 2004 4:53 pm
#3

From what I have seen the quality of the samples and the quality of the final temple tends to have a random effect on certain certain traits such as specials and ranged attacks. The poorer the quality the less they appear to stick. As with the armor it's obvious, you need to get fortitude over 500, the reason why your stats were lower was because of the quality of the template despite the stats from the dna suggesting it should have been higher. Put simply you shouldn't have mixed different qualities of dna because it leads to unsuitable results, try to only use high or very high whenever possible for reliable outcomes.

Also the fault lies with the fact you don't have many experiment points, alot of newbie bio-engineers realise far too late that engineering techniques are valuable and you really should try to raise them up as soon as possible. Variety in your items is useless when they aren't actually that good due to your assembly and experimentation.



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

ArthurDentOnBria
Tue Jan 27, 2004 4:56 pm
#4

By the way, just noticed something, you are using gaping spider dna and listing light armor on those, but my recollection is that gaping spiders (the regular kind) have no armor.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


DanceLady
Tue Jan 27, 2004 5:04 pm
#5






ArthurDentOnBria wrote:
By the way, just noticed something, you are using gaping spider dna and listing light armor on those, but my recollection is that gaping spiders (the regular kind) have no armor.






I think the spiders were all hunters... in fact, i'd almost be willing to bet on it.. I probably forgot to write down hunter on my sheet.



Audessa
~Master Dancer~ ~Working Towards Master Bio-Engineer~
(Starsider)

Audessa
~Working on Pistoleer and Smuggler~
(Corbantis)
VigilanteFA
Tue Jan 27, 2004 5:04 pm
#6

I dont think you did too much wrong. Trying to get armor at your levels is going to be impossable with 1 exp point and such low fort dna. The only times I have gotten armor with out exp, is when using Mut. Rancor DNA (fort in the mid to high 700s). Even using BMBQ dna I will usually still have to put 2 points into health.

As for ranged most of us have found it more often comes from the psych slot. Others will tell you, you can put ranged in EVERY slot in a single template and still not have it stick.
DanceLady
Tue Jan 27, 2004 5:05 pm
#7






Tal-N wrote:

Also the fault lies with the fact you don't have many experiment points, alot of newbie bio-engineers realise far too late that engineering techniques are valuable and you really should try to raise them up as soon as possible. Variety in your items is useless when they aren't actually that good due to your assembly and experimentation.




My next set of points is going to go in the experiementation tree as I am seeing that I desperately need those points, plus it will give me a little more lee-way to explore what I can do with each of the points.




Audessa
~Master Dancer~ ~Working Towards Master Bio-Engineer~
(Starsider)

Audessa
~Working on Pistoleer and Smuggler~
(Corbantis)
Tal-N
Tue Jan 27, 2004 5:06 pm
#8

Yeah but even so there should have been armor if he experimented it up a bit, after all it would have been:

198 + 76 + 25 + 25 + 128 =452


So he wouldn't have been far should be had a few more points to throw in, some better dna would have been a real boost as well. Long as you have at least 500 fortitude inphysique, prowess and agression you'll be fine.



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

DanceLady
Tue Jan 27, 2004 5:07 pm
#9






VigilanteFA wrote:

I dont think you did too much wrong. Trying to get armor at your levels is going to be impossable with 1 exp point and such low fort dna. The only times I have gotten armor with out exp, is when using Mut. Rancor DNA (fort in the mid to high 700s). Even using BMBQ dna I will usually still have to put 2 points into health.

As for ranged most of us have found it more often comes from the psych slot. Others will tell you, you can put ranged in EVERY slot in a single template and still not have it stick.








A while back when i was 2 0 3 0 i actually managed to get armor on something...i have no idea what but everything else on it stunk, lol. I blame it on a fluke. I kinda wish Iwould have paid attention to what I put where, but it was after that, that I started trying to get organized.



Audessa
~Master Dancer~ ~Working Towards Master Bio-Engineer~
(Starsider)

Audessa
~Working on Pistoleer and Smuggler~
(Corbantis)
Tal-N
Tue Jan 27, 2004 5:08 pm
#10

Actually looking at it again if you arranged the dna a bit differently you would have been fine, just wasted the prowess and phsique slots because of the lower fortitude.



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

DanceLady
Tue Jan 27, 2004 5:12 pm
#11






Tal-N wrote:

Actually looking at it again if you arranged the dna a bit differently you would have been fine, just wasted the prowess and phsique slots because of the lower fortitude.






I was afraid to put that one in the prowess but I wanted another ranged DNA hoping that it would boost me up to get the ranged...but alas.it didnt. I will try a couple more combo's to see what I can come up with.



Audessa
~Master Dancer~ ~Working Towards Master Bio-Engineer~
(Starsider)

Audessa
~Working on Pistoleer and Smuggler~
(Corbantis)
Tal-N
Tue Jan 27, 2004 8:34 pm
#12

Pysch effects the ranged skill, nothing else does from what I have seen. Stick a high quality sample into that and it'll almost always stick.



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

XyberViri
Wed Jan 28, 2004 12:36 am
#13






DanceLady wrote:





Tal-N wrote:

Actually looking at it again if you arranged the dna a bit differently you would have been fine, just wasted the prowess and phsique slots because of the lower fortitude.






I was afraid to put that one in the prowess but I wanted another ranged DNA hoping that it would boost me up to get the ranged...but alas.it didnt. I will try a couple more combo's to see what I can come up with.




Ranged ability is dependant on the mental slot, just pop a dna with ranged into mental, experiment pop... shows up in template, might need more points to do more than one experimentation.



__________________________________________________________
Xyberviri Bounty Hunter
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