Bio Engineer Archive
Thread: How do these look?
Dalmartynn wrote:
TY for the tips. I figured it was too much of a reach to think they were really great straight off the bat. What should I eperiment on? And should I do the crafting at my 43% station or will doing them in the field suffice?
Dalmartynn wrote:
Oh yes .. i never leave home without my droid, it is a must have. How do you decide which creatures to cross back into your previous generations for you multi (2nd/3rd) generation clones? I have a real limited concept of generation cloning. Heck I am still trying to grasp the actual art of first generation clones: ie what DNA stats affect what clone attributes, and where specials are derived from. This is deffinitely an underrated profession.
Somewhere, there is a break down of how each slots effects the pet. However, the resist are as follows:
Physique - 45%
Prowess - 25%
Mental - 5%
Psychological - 5%
Aggression - 25%
So that means that the final resists will be affected in the following ways. Keep in mind that vulnerabilities count as -99. This is very powerful because if the other resists in the Ph/Pr/Ag slots are quite low then you only need one vulnerability sample in either the Me/Ps slot to get it. However, if its quite high then it may require both or even putting one in Ag/Pr slot. Once you get the right amount of vulnerabilities, you can then put them into the other slots because the sample will retain all the good points of the first generation (e.g. high HAM/dmg etc) and still keep the vulnerabilities. For most PvE pets, vulns are a BEs best friend because it lowers the overall pet level, you should strive to get everything vulnerable except for kinetic. Of course, it depends on what the person wants. Generally 95% of my pets have kinetic as the main aspect. Followed by energy. The best possible, imo, is 60% kinetic/energy with vuln to rest and light armour. I tried for hours to get it but in the end the best i could do is 60% kinetic/energy vuln to rest with no armour or 55%ish kinetic/energy vuln to rest with light armour.
Correction
Zadokk wrote:
Physique - 40%
Prowess - 25%
Mental - 5%
Psychological - 5%
Aggression - 25%
Kevm wrote:
Correction
Zadokk wrote:
Physique - 40%
Prowess - 25%
Mental - 5%
Psychological - 5%
Aggression - 25%
you wouldn't have guessed that i got an A in GCSE Maths would you?
Dalmartynn wrote:
Zaddok et al,
Thank you very much for all of your help and advice, it definitely makes BE more worthwhile to know that there is a great support system out there for us new to the profession. I tried your 2nd gen formulas and this is what I ended up with:
Raz Cat (18) : 10066, 6009, 2598; L. armor; K-59; 2.49, .22, 120-133; Blind
Raz Cat (17) : 10586, 5650, 6637; L. armor;K-53; 2.07, .26, 290-300; Blind, Range
Ang (33) : 11897, 7948, 6853; LA; K-58; 1.97, .28, 420-430; S. pois, S. Dis
Ang (34) : 11304, 7660, 7104; LA; K-58; 1.97, .28,460-470; S. Dis
Rancor (38) : 11573, 8091, 7624; LA; K-55; 1.98, .34, 520-530; S. Poi
Gurreck (34) : 11448, 7604, 6529; LA; K-60; 1.97, .27, 470-480; S. Pois, Diz
Most had other resistances but not worth mentioning. Not one of them had energy res; where is a good source for that? Can these be further enhanced again through a 3rd gen or further gen run? Also how do you go about pricing your clones? Thanks again gang.
If you want energy resists then you cant use Merek Harvesters because they have a vulnerability. Favourites of mine were Bark Mite Burrowers and Bark Mite Burrower Queens, Mire Marauder (if u can find one