Bio Engineer Archive

Thread: Need some help with Dna

Kailah
Mon Jan 05, 2004 6:45 am
#1

I am pretty new to Bio eng, I am about half way thru the prof but I started right at the patch so all I had read up on changed with the patch making my assumptions incorrect.


I have been experimenting with different kinds of DNA, been to Endor etc but when I make the creatures I can't see anything consistant. For example I have a ranged attack DNA, from my own testing saw that ranged attacks come up in slot 1 or 5, so when i went to make a half decent creature I use this information and on combination i get no range attack.


So here are a few questions


What does each slot affect (Prowess, aggression etc)


Which slots effect ranged attack and special attacks


Which slot effects the pets level (As I am not master I was trying to concentrade on NON CH pets but always end up with an 11-16 pet)


Thanks in advance


Gracey




--------------------------------------------------------------------------------
LeneeTerran
Master Tailor
Master Merchant
www.mosquitohills.co.uk

meroc
Mon Jan 05, 2004 7:03 am
#2

Hope this helps:


Most of this is still in the theory stage (though Ranged in Mental and Fort +500 for AR1 are pretty well nailed down as correct now I think).


Mental seems to be the main "marker" for Ranged. If you put a Ranged in there you'll almost always get Ranged in the final (please note the "almost always" )


Same applies with SA's. Psych and Aggr seems to be the main "markers" for SA's, but Mental can carry through as well sometimes (if it does, it seems to drop Rangeda lotof the time). Phys and Prow can _occasionally_ have SA's go through, but it doen't seem very common IMO.


Some theorisethat the quality of the sample can effect the wieghting of what goes through, but it is possible that the raw numbers are what does it(VHQ samples tend to have higher numbers which would account for VHQ's seeming to be what does it. Some "freak" lower Q DNA can have a single number higher than VHQ though, which could be what causes the randomness of the result. Maybe. Perhaps. )


Alexander posted this nice roundup of everyones research/theories:



Hardiness= HEALTH HAM


Fortitude= Armor. the higher the value, the higher the armor. over 500 it gives light armor


Dexterity= ACTION HAM


Endurance= Unknown. ALL critters have it same at 500 so it must be something all critters have same, could it be linked to vitality? dunno


Intellect= MIND HAM


Cleverness= to hit bonus. the higher the clev, the higher the bonus.


Dependability= maybe linked to ability to execute and learn orders. ALL critters have it either 750, 1000 or 900+ (VERY rare).


Courage= Attack Speed. 500 is 2.0. ALL Critters have this at 500 by default and most of the time Courage will not go over 500 even while experimenting.


Fierceness: Fercocity. I do not rember if 500 was 10 or something but this determine the final ferocity


Power: Damage.


I can give you also some example value:


an HAM characteristic (hardiness, Dexterity or Intellect) of 100+ gives more or less 1600 of ham (it depends on success of final combine, not on the actual value that can varies between 100 and something.. maybe 110)


150-------> 2300-2400


190-------->2900-3000


200-------->3200


250------->4300


360------->6500


400------->7100


For power it is different:


1-------->30-40 damage


30-------> 35-45


130------>120-130


150------>130-140


170------>140-150


197----->160-170


300----->250-260


390------>320-330


Alexander posted a nice round up a while back:


Hardiness= HEALTH HAM


Fortitude= Armor. the higher the value, the higher the armor. over 500 it gives light armor


Dexterity= ACTION HAM


Endurance= Unknown. ALL critters have it same at 500 so it must be something all critters have same, could it be linked to vitality? dunno


Intellect= MIND HAM


Cleverness= to hit bonus. the higher the clev, the higher the bonus.


Dependability= maybe linked to ability to execute and learn orders. ALL critters have it either 750, 1000 or 900+ (VERY rare).


Courage= Attack Speed. 500 is 2.0. ALL Critters have this at 500 by default and most of the time Courage will not go over 500 even while experimenting.


Fierceness: Fercocity. I do not rember if 500 was 10 or something but this determine the final ferocity


Power: Damage.


I can give you also some example value:


an HAM characteristic (hardiness, Dexterity or Intellect) of 100+ gives more or less 1600 of ham (it depends on success of final combine, not on the actual value that can varies between 100 and something.. maybe 110)


150-------> 2300-2400


190-------->2900-3000


200-------->3200


250------->4300


360------->6500


400------->7100


For power it is different:


1-------->30-40 damage


30-------> 35-45


130------>120-130


150------>130-140


170------>140-150


197----->160-170


300----->250-260


390------>320-330




Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Kailah
Mon Jan 05, 2004 7:13 am
#3

A great help Meroc, Thank you Maybe now I can quit banging my head on the crafting station hehe



--------------------------------------------------------------------------------
LeneeTerran
Master Tailor
Master Merchant
www.mosquitohills.co.uk

meroc
Mon Jan 05, 2004 7:20 am
#4

Your welcome.


Just take note of all the "occasionally"'s and "almost always"'s in there


A lot of the system is either random or still not worked out properly, so making a pet is more of a "guesstimation" than an "exact science", but at least that info should help get you started on making interesting "guesstimations" .




Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
RangerGirl
Mon Jan 05, 2004 8:13 am
#5

That was a great post. Had alot of the info I was looking for. Thanks
Jansem
Mon Jan 05, 2004 8:35 am
#6

How do I get higher resists? Is that random?



"Mesa gonna ruin Star Wars forever!"
CelicaRitti
Mon Jan 05, 2004 11:18 am
#7






meroc wrote:

Hope this helps:


Most of this is still in the theory stage (though Ranged in Mental and Fort +500 for AR1 are pretty well nailed down as correct now I think).


Mental seems to be the main "marker" for Ranged. If you put a Ranged in there you'll almost always get Ranged in the final (please note the "almost always" )


Same applies with SA's. Psych and Aggr seems to be the main "markers" for SA's, but Mental can carry through as well sometimes (if it does, it seems to drop Rangeda lotof the time). Phys and Prow can _occasionally_ have SA's go through, but it doen't seem very common IMO.


Some theorisethat the quality of the sample can effect the wieghting of what goes through, but it is possible that the raw numbers are what does it(VHQ samples tend to have higher numbers which would account for VHQ's seeming to be what does it. Some "freak" lower Q DNA can have a single number higher than VHQ though, which could be what causes the randomness of the result. Maybe. Perhaps. )


Alexander posted this nice roundup of everyones research/theories:



Hardiness= HEALTH HAM


Fortitude= Armor. the higher the value, the higher the armor. over 500 it gives light armor


Dexterity= ACTION HAM


Endurance= Unknown. ALL critters have it same at 500 so it must be something all critters have same, could it be linked to vitality? dunno


Intellect= MIND HAM


Cleverness= to hit bonus. the higher the clev, the higher the bonus.


Dependability= maybe linked to ability to execute and learn orders. ALL critters have it either 750, 1000 or 900+ (VERY rare).


Courage= Attack Speed. 500 is 2.0. ALL Critters have this at 500 by default and most of the time Courage will not go over 500 even while experimenting.


Fierceness: Fercocity. I do not rember if 500 was 10 or something but this determine the final ferocity


Power: Damage.


I can give you also some example value:


an HAM characteristic (hardiness, Dexterity or Intellect) of 100+ gives more or less 1600 of ham (it depends on success of final combine, not on the actual value that can varies between 100 and something.. maybe 110)


150-------> 2300-2400


190-------->2900-3000


200-------->3200


250------->4300


360------->6500


400------->7100


For power it is different:


1-------->30-40 damage


30-------> 35-45


130------>120-130


150------>130-140


170------>140-150


197----->160-170


300----->250-260


390------>320-330


Alexander posted a nice round up a while back:


Hardiness= HEALTH HAM


Fortitude= Armor. the higher the value, the higher the armor. over 500 it gives light armor


Dexterity= ACTION HAM


Endurance= Unknown. ALL critters have it same at 500 so it must be something all critters have same, could it be linked to vitality? dunno


Intellect= MIND HAM


Cleverness= to hit bonus. the higher the clev, the higher the bonus.


Dependability= maybe linked to ability to execute and learn orders. ALL critters have it either 750, 1000 or 900+ (VERY rare).


Courage= Attack Speed. 500 is 2.0. ALL Critters have this at 500 by default and most of the time Courage will not go over 500 even while experimenting.


Fierceness: Fercocity. I do not rember if 500 was 10 or something but this determine the final ferocity


Power: Damage.


I can give you also some example value:


an HAM characteristic (hardiness, Dexterity or Intellect) of 100+ gives more or less 1600 of ham (it depends on success of final combine, not on the actual value that can varies between 100 and something.. maybe 110)


150-------> 2300-2400


190-------->2900-3000


200-------->3200


250------->4300


360------->6500


400------->7100


For power it is different:


1-------->30-40 damage


30-------> 35-45


130------>120-130


150------>130-140


170------>140-150


197----->160-170


300----->250-260


390------>320-330







5 Stars!!!


Great Post


Very Helpful


Good Job Meroc

Beech
Mon Jan 05, 2004 12:28 pm
#8

Extremely helpful !!! Great job !!



_________________________
Beech

. (4745 -3566), value.




Faded_One
Mon Jan 05, 2004 12:40 pm
#9

Nice info!



Colonel Faded One / Isce One Master Armorsmith (Current Inventory)
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TsiyaAma
Mon Jan 05, 2004 10:29 pm
#10







Albion_DeCrappa wrote:

#1 What determins Creature Level? Let's say I use 5 DNA samples CL1,CL6, CL10, CL45, CL60. Is it an average of those?


#2 What determins the Special and Ranged attack a critter will get? Lets say all 5 critters I sample from have 2 different special attacks. What determins which 2 it will give to the cloned creature. Same with Ranged.


#3 I've heard you can adjust the size of the creature, how is this done?







#2 the 4th and 5th slot seem to determine specials sometimes, and if you have a ranged DNA in the 4th slot sometimes you will get a ranged attack. No 100% on anything around here...


#3 supposedly size determines CL, but i have a CL 47 gurrcat that's smaller than my friend's CL 33 Plains Hunter...maybe just the diffference between wild and BE'd pet?




Tsiya Ama-Valcyn
Tsiya Ama-Radiant
3 accounts cancelled as of 9/19/04
TsiyaAma
Mon Jan 05, 2004 10:30 pm
#11






TsiyaAma wrote:






Albion_DeCrappa wrote:

#1 What determins Creature Level? Let's say I use 5 DNA samples CL1,CL6, CL10, CL45, CL60. Is it an average of those?


#2 What determins the Special and Ranged attack a critter will get? Lets say all 5 critters I sample from have 2 different special attacks. What determins which 2 it will give to the cloned creature. Same with Ranged.


#3 I've heard you can adjust the size of the creature, how is this done?







#2 the 4th and 5th slot seem to determine specials sometimes, and if you have a ranged DNA in the 4th slot sometimes you will get a ranged attack. No 100% on anything around here...


#3 supposedly size determines CL, but i have a CL 47 gurrcat that's smaller than my friend's CL 33 Plains Hunter...maybe just the diffference between wild and BE'd pet?






Edit: CL determines size...gnorts are still little...so who knows?



Tsiya Ama-Valcyn
Tsiya Ama-Radiant
3 accounts cancelled as of 9/19/04
meroc
Mon Jan 05, 2004 11:19 pm
#12






Albion_DeCrappa wrote:

#1 What determins Creature Level? Let's say I use 5 DNA samples CL1,CL6, CL10, CL45, CL60. Is it an average of those?


If you figure that out be sure to let us know People can "guesstimate" it to around 5 or 6 levels, but there are no formulas for it that have been posted on these forums.


#2 What determins the Special and Ranged attack a critter will get? Lets say all 5 critters I sample from have 2 different special attacks. What determins which 2 it will give to the cloned creature. Same with Ranged.


Ranged is Mental, SA's are Psych and Aggression. Do they always "come through"? No. Once again, if you can figure out why there are a lot of people that would like to hear from you!


#3 I've heard you can adjust the size of the creature, how is this done?


I believe they couldn't make that work in the last publish, so they withdrew it. Supposedly they'll add it in a later publish, but haven't specified a date.









Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Eevik
Tue Jan 06, 2004 1:08 am
#13

higher resists can be obtained by experimenting on Physique,


note: it will not exceede the maximum resist out of the highest in the dna samples


so if your using 20% kin in all of the samples, 20% is most possible, so place experiment points elsewhere


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