Bio Engineer Archive

Thread: equasion for HAM theory

grelgen
Fri Dec 19, 2003 4:20 am
#1

Im still working on figuring out how attack stats are created, but i think i found the HAM equasion:


HP=17*hardiness


Action=17*dexterity


Mind =17*intellect


Now, there is a fuzzy-o-meter at work here, and depending on a random number and your crafting level, you may be 2 to 4 points off in either direction on the multiplier. This may point to a real neat fact that when you crit fail, none of these stats are ever set to1 and why the always 500endurancedoesnt affect our clones as much as we thought it would.


would really like to be proven wrong on this





BE?
leothric
Fri Dec 19, 2003 4:54 am
#2

hmm i was going to experiment around with the hams today, then levels after that, now that i have the armor rating and specials down, i will check out what your saying.



X-Master Bio-Eng (yea i know crazy huh?)
X-Master Doctor
Death by NGE RIP 6/03 -12/05
t00deep
Fri Dec 19, 2003 5:06 am
#3

so what do you expirment on to get hardiness, dexterity, and intelect up?



-TooDeep-


You got beef? I got vegetables, so if you really want you can leave with a full stomach.
loomis001
Fri Dec 19, 2003 5:18 am
#4

good question



Member of the inqusitor of the Imperial Navy, imperial dark jedi
leothric
Fri Dec 19, 2003 5:24 am
#5

I beleave that the ham is dependant on the first 3 sample numeric stats like the old system, but you have to also keep in mind that they nowalso effect armor rating and protects.



X-Master Bio-Eng (yea i know crazy huh?)
X-Master Doctor
Death by NGE RIP 6/03 -12/05
Doordolt
Fri Dec 19, 2003 5:27 am
#6

I've spent the last two days doing nothing but sampling Durni DNA. Many of the theories on these boards lack a starting point...something to put against for experimenting.



Here is what I have found and can reproduce at will. Starting with a base creature, the durni, I ran experiment after experiment after experiment to determine what affected what. These are the results...



When you put Experiment Points into Aggression, the Fierceness and Power numbers of your Template increase. When the Fierceness and Power numbers increase, the damage done by the end creature increases.


When you put Experiment Points into Mental, the Intellect and Cleverness numbers on your Template increase. When the Intellect and Cleverness increase, the Mind attribute increases on the end creature.


When you put Experiment Points into Physique, the Hardiness and Fortitude numbers of your Template increase. When the Hardiness and Fortitude numbers increase, the Health attribute increases on the end creature.


When you put Experiment Points into Prowess, the Dexterity and Endurance numbers of your Template increase. When the Dexterity and Endurance numbers increase, the Action attribute increases on the end creature.


When you put Experiment Points into Physcological, the Deendability and Courage numbers on your Template increase. When the Dependability and Courage numbers increase, the Attack Speed increases on the end creature.


These results were found after uncountable numbers of Like DNA Samples were taken and used. I found what Above Average DurniDNA produced as a Durni, for example then experimented on each final Combine Slot over and over with the same findings as listed above.



I also have done numerous experiments on placing a different creatures DNA, in this case a Humbaba,into the different Combine Slots and leaving the Above Average Durni DNA the same in the rest. I have some hard results as to what this does also for the final product.


The next step is to nail down, exactly, how experimenting on the different Combine Slots affects Resists as well as which Combine Slots affect the ultimate outcome of Resists.


leothric
Fri Dec 19, 2003 5:32 am
#7

Nice! good job, now take you're testing and combine it with mine and now we are getting some place.



http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=39079






X-Master Bio-Eng (yea i know crazy huh?)
X-Master Doctor
Death by NGE RIP 6/03 -12/05
Doordolt
Fri Dec 19, 2003 5:38 am
#8

If you're interested here are some results of putting a different creatures DNA into the different Combine Slots and the affects seen.


I began with my Starting point DNA, the Durni. The kicker I was going to use was DNA from the Humbaba.


Putting Humbaba DNA into Physique and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. The Health increase surpassed the Action and Mind. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.


Putting Humbaba DNA into Prowess and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. The Action increase surpassed the Health and Mind. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.


Putting Humbaba DNA into Mental and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. TheMind increase surpassed the Health and Action. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.


Putting Humbaba DNA intoPsychological and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. Again, theMind increase surpassed the Health and Action. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.


Putting Humbaba DNA intoAggression and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. TheHealth increase surpassed theAction and Mind. However, these final creatures experienced an increase in the Damage they could do. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.



More information will be on the way as I continue with my experiements. These will include a definitive definition of Resists, Specials, and Ranged....Ending with what affects CL.

t00deep
Fri Dec 19, 2003 8:00 am
#9

i love you doordolt



-TooDeep-


You got beef? I got vegetables, so if you really want you can leave with a full stomach.
Alaxias
Fri Dec 19, 2003 9:52 am
#10

doordolt thank you SO MUCH for doing this. Can't wait to see your results on CL.
ArthurDentOnBria
Fri Dec 19, 2003 11:54 am
#11

Doordolt,


Most of your finding reinforce things we knew from the old system. However, this to me is a startling result. Can you quantify this at all? Was the change dramatic? Was it comperable to putting the Humbaba dna into the mind slot?





Doordolt wrote:

Putting Humbaba DNA intoPsychological and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. Again, theMind increase surpassed the Health and Action. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.









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%


Sumorex
Fri Dec 19, 2003 12:15 pm
#12

Here I"ll throw some numbers up for ya Grelg:


Clone 1: Hardiness 675, Dexterity 616, Intellect 678



  • Projected 11475= 10472= 11526

  • Actual 11986 (+511) = 11286 (+814) = 12202 (+676)

Clone 2: Hardiness 429, Dexterity 405, Intellect 398



  • Projected 7293 = 6885 = 6766

  • Actual 7678 (+385) = 7283 (+398) = 7283 (+517)

Other ones continue in this pattern. The projected is lower than the actual. Everytime I start to believe there is a random factor involved in the numbers, I see repeated numbers like the 7283 in the second clone I can't reconcile those two numbers off the stat pair... the releveant stat pairs for that are Dex 405 End 398 and Int 398 Clev251... don't see how those numbers can generate the same end result, but there are other instances where things make sense.


As a contribution to this thread I've noticed that experiementing is NOT a good thign for the aggressive slot unless you are going for a damage dealing pet. I've seem to be getting lower CL's leaving aggression totally alone. I'm also getting pets with lower Attack ratings (speed) by leaving the aggression alone.


Also I believe the To Hit number is tied into the Mental pair at least in some manner (big or small hard to say). This would make sense considering Mental experimentation in the previous version of this system would raise the To Hit value. I don't think Kel ditched that idea.





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
Vife
Fri Dec 19, 2003 12:56 pm
#13


I put sumorex's numbers into a graph and came up with HAM = (stat * 17.8) + 118. It has a 0.997 R2 for those of you who know excel or statisctics. If more people will post their stats for hardness, Dex, and intelect and what HAM they got from it I can try to get a more accurate equation.With only 2 samples its hard to get a good nimber.


So please post up your Hard, Dex, and Int and the resulting HAM.

Page 1 of 2
Previous Next