Bio Engineer Archive

Thread: Mental = special attack 1, Aggression = special attack 2?!

Tal-N
Fri Dec 19, 2003 4:55 pm
#1

Just want to check something but I've spotted recently that sometimes (i haven't narrowed this down exactly) but there are occasions when you find dna samples with 2 specials each being merged with the sample in mental mixing being as special one and the special in aggression ending up in two. Anyway else seen this happening or have any futher information?



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

Nae
Fri Dec 19, 2003 4:59 pm
#2

I have it happen to me a few times as well. Still haven't been able to reproduce it 100% of the time. Gonna do some test with the Tissue quality as the variable.
leothric
Fri Dec 19, 2003 5:29 pm
#3

i see agression doing both sp 1 and sp2 every single time.



X-Master Bio-Eng (yea i know crazy huh?)
X-Master Doctor
Death by NGE RIP 6/03 -12/05
Nae
Fri Dec 19, 2003 7:11 pm
#4

Here is the first round of tests, gotta go do some sampling now. Ran out of same qual, same specicies DNA.



Test 1.


Mental HQ DNA.


Spec 1- Stunning Strike


Spec 2- Crippling Strike


Agression HQ DNA.


Spec 1- Strong Poison


Spec 2- Strong Disease


Phys/Psych/Prow AA DNA.


Spec 1- KD


Spec 2- Blinding Stirke


Result.


Spec 1- Strong Poison


Spec 2- --------



Test 2.


Mental AA DNA.


Spec 1- Blinding Strike


Spec 2- Intimdation


Agression HQ DNA


Spec 1- Stunning Strike


Spec 2- Blinding Strike


Psych/Phys/Prow AA DNA


Spec 1- Area Combo


Spec 2- Dizzy Strike


Result.


Spec 1- Stunning Strike


Spec 2- Blinding Strike



Test 3.


Mental AA DNA.


Spec 1- Blinding Strike


Spec 2- Intimdation


Agression HQ DNA


Spec 1- KD


Spec 2- Blinding Strike


Psych/Phys/Prow. VHQ DNA


Spec 1- Stunning Strike


Spec 2- Crippling Strike


Result.


Spec 1- KD


Spec 2- Blinding Strike


Test 4,


Mental VHQ DNA


Spec 1- KD


Spec 2- Dizzy Strike


Agression AA DNA


Spec 1- Stunning Strike


Spec 2- Blinding Strike


Psych/Phys/Prow HQ DNA


Spec 1- Open Wound


Spec 2- Strong Poison


Result.


Spec 1- Stunning Strike


Spec 2- Blinding Strike


Test 5.


Ment VHQ DNA


Spec 1- Strong Poison


Spec 2- Blinding Strike


Agression VHQ DNA


Spec 1- Blinding Strike


Spec 2- Intimidation


Psych/Phys/Prow VHQ DNA


Spec 1- Strong Poison


Spec 2- Blinding Strike


Result


Spec 1- Blidning Strike


Spec 2- Intimidation


Test 6


Ment VHQ DNA


Spec 1- Intimidation


Spec 2- Stunning Strike


Agreesion AA DNA


Spec 1- Strong Poison


Spec 2- Strong Disease


Psych/Phys/Prow AA DNA


Spec 1- Stunning Strike


Spec 2- Strong Poison


Result


Spec 1- Strong Poison


Spec 2- Strong Disease



So far, Agression has resulted in 5 out of 6 of the tests. With only 1 having the Special 1 from Agression and nothing for a Spec 2. Which I can't quite figure out why that is. Right before I ran this test, I did get another weird result, but I wasn't taking notes, so I don't remember exactly what all I used. But the end result was a Spec 1 and Spce 2 Blinding Strike. I do know that none of my samples prior to this template has had double Blinding Strike.


I'll run some more test after I get more samples. So, it seems only a very few specific combinations will result in mixed Specials.

grelgen
Fri Dec 19, 2003 7:28 pm
#5

nae, try this:


aggression-special 1 anything, special 2 ---


all other slots with a different special 2


I made a cl 7 animal with diseased nunaand nightspider dna. came out with both disease and poison (mild).




BE?
Reasonable1
Sat Dec 20, 2003 5:25 am
#6

Great experiment by Nae. Pretty definitive.



Asu Lion
Master BE, Rifleman, Ranger, CH
Shop at 2900, 5400 - 2200 meters NE of Mos Entha
Nuu
Sat Dec 20, 2003 5:47 am
#7

Very interesting experiment. Kudos to the ones that did it.


From looking at the results, it seems that Special #1 correspond to Special #1 ofthe AggressionSlot. All6 tests validates that.


Special #2 is an 'optional slot' that will be filled once a 'certain threshold' is crossed. Some guesses that the threshold might be 2 or more occurance of the same specials in other slots with priority given the special #2 from the Aggresion slot. If there aren't 2 or more occurance of the same special, then the special #2 of Agression Slot MIGHT be used if a certain % is crossed? e.g. >50% experimentation in the aggression slot?


Kimogila, Master Bio-Engineer, Flurry Server

bmlavall
Sat Dec 20, 2003 6:27 am
#8

I ran a very similar experiment to this one and had nearly identical results, BUT... in one experiment i used :


ALL SLOTS except AggressionVHQ DNA


Spec 1- Intimidation


Spec 2- Stunning Strike


for aggressionVHQ DNA


Spec 1- Stunning Strike


Spec 2- Blinding Strike


I came out with:


Special 1: Stunning strike


Special 2: Stunning strike


not very useful specials, but the info itself may help




<<<--Kogo Sirus-->>>

<<--Imperial -- Colonel -- >>
raz1337
Sat Dec 20, 2003 7:33 am
#9

I just went out and got 4 bol samples and 1 bol pack runner samples


bol: All slots except aggression


Special 1: Knockdown


Special 2: Intimidation


bol pack runner: Aggression slot


Special 1: Stunning Strike


Special 2: Dizzy Strike


End result:


Special 1: Stunning Strike


Special 2: Dizzy Strike





Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
Razzar77
Sat Dec 20, 2003 9:01 am
#10


Hmmm


I am not getting that -


I mixed DNA with no sp1 or sp2 in Metal and put theDNA with sp1 and sp2 in the Aggr slot only=the sp1 sp2 was passed into the template.


so, i am not sure that Mental plays that much a role for sp1 sp2.


Dedrima
Sat Dec 20, 2003 9:23 am
#11

Played a bit last night SP1 & 2 seems to confirm others statements that it depends on Aggr slot and quality of sample if it carries. Ranged seems to depend on Mental.


What I want to know now, what the heck does Ranged Knockdown do?




-Legowen Aingeal
Chilastra
Master BE, dabbler in everything
Sumorex
Sat Dec 20, 2003 9:39 am
#12

This points out one of the main reasons zero documentation gives us an unnecessary amount of pain when crafting clones. With the oddities Ive been seeing, I'd like to suggest a standard for experimentation. 100% repeatability over15 (more?)identical experiments... because there seems to be some random factors strewn throughout everything.


Test 1 (15 iterations):



  • SP1 = DNA with Special 1: Exists, SPecial 2: None

  • N = DNA with no specials at all

  • All DNA of a type was from 1 type of creature

  • Quality of the DNA was not controlled

  • DNA Template was filled SP1 / N / N / N / N (in order Phy, Pro, Men, Psy, Agg)

  • 3 resultant templates had Special 1: Exists, Special 2: None

  • 12 had no specials at all

Test 2 (15 iterations):



  • SP2 = DNA with Special 1: None, Special 2: Exists

  • N = DNA with no specials at all

  • All DNA of a type was from 1 type of creature

  • Quality of the DNA was not controlled

  • DNA Template was filled SP2 / N / N / N / N (in order Phy, Pro, Men, Psy, Agg)

  • 4 resultant templates had Special 1: None, Special 2: Exists

  • 11 had no specials at all

Conclusions:



  1. There may be a random seed determining if a special will stick

  2. Quality of DNA may influence a special sticking (AA vs H vs HQ) this was NOT tracked

  3. There may be a statistical minimum to in Physique (Hard and/or Fort) to make it stick

  4. DNA stats in a non-Physique stat may have an influence on sticking a special

These oddities in SP1 vs SP2 demonstrate the necessity for multiple iterations of an experiment. Simply slapping together one template in the above manner would have NOT given me any resemblence of the truth. Lets not put too much weight into claims demonstrated with a single iteration.... it is like flipping a coin once and declaring "This coin always lands on heads".






Sumo - Master Bio Engineer - Master Creature Handler

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

Intrepid Server
Reasonable1
Sat Dec 20, 2003 10:07 am
#13

Unlike light armor, which has to have 50% physique to stick, it seems that specials are set in stone before experimentation. Any one find anything different?



Asu Lion
Master BE, Rifleman, Ranger, CH
Shop at 2900, 5400 - 2200 meters NE of Mos Entha
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