Bio Engineer Archive
Thread: Mental = special attack 1, Aggression = special attack 2?!
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.
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).
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
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
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
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.
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?
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:
- There may be a random seed determining if a special will stick
- Quality of DNA may influence a special sticking (AA vs H vs HQ) this was NOT tracked
- There may be a statistical minimum to in Physique (Hard and/or Fort) to make it stick
- 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".