Bio Engineer Archive
Thread: FAQ
>hi i'm the proud owner of a be kimogila fully grownand at lvl 70 unfortunatly only wookies can handle pets at this lvl so what should i do with this 100k worth of be meat on a stick?
Have you tried CH enhancements on clothing (something a wookie can't try)?
- General BE questions:
- Do I need to master BE?
- How do I grind up to master BE? (1 2 3)
- Macros for grinding BE.
- What is creature food? (1)
- What is flora food? (1)
- Do my medical experimenation CA's work with BE now?
- What crafting tool/crafting station do I use for BE?
- What factories do I use for BE?
- Why can't I see all my recipes when I am using my tool by a public crafting station?
- Can I be a 12 point BE and does it make any difference to my products?
- Tissue Making BE questions
- What are the most popular tissues to make? (1)
- Why can't my chef/tailor use my BE component directly to make something? (1)
- How much should I charge for my tissues? (1)
- Should I make schematics for this guy? He has all the stuff and he seems nice ... (1)
- What values should my tissues have to be considered good? (1)
- What is secret research data and where can I get it? (1)
- Which tissues are working as intended? Which are broken?
- Advice on running a BE shop (1)
- Medical crafting questions
- Do I need to be a master BE to do all the medical crafting? (1)
- Will my medical crafting suit still work? (1)
- What medical enhancers sell? (1)
- What are good stats on instantstims? (1)
- How much do you sell your stims for? Enhancers for? (1)
- What are seeds?
- Pet crafting questions
- What do I sample to climb the DNA sampling tree most quickly? (1 2)
- Why can't I sample that?
- Which DNA do I put into what slot? (1)
- How do I make a level 10? (1)
- How do I make a combat level x?
- What is the maximum combat level we can make - what is the maximum useful combat level?
- What is the best DNA to sample and where can I find these animals?
- Can you predict what combat level you are going to get?
- The BE Pet Size issue
- Pros and cons of BE Pets
- Which stats can we change? Which stats do we have no control over?
- Minimum Combat Levels for skins
- Pretty pictures of the creatures we can make
- What BE animals can be used as mounts for non-Creature Handlers? (1)
- Where are the special attacks?
- Do I really have to die muliple times when I go out sampling? Surely there is a better way? This is very frustrating? (12)
- Useful links for BE's
- Recipes for making pets (1)
- BE Tool (1)
- SWGCraft - for resource stats for your galaxy
- SWGCreatures - for Lantyssa's tissue calculators and Creature Information
Instructions:
1. Can people with questions please NOT post them in this thread unless they are FAQ that should have been on the list. Start a new thread for specific questions about any of the things said in here, unless you think your question will be of help to the general community.
2. IF anyone is kind enough to reply to this, can you state quite clearly at the top of your post the part of the FAQ you are filling in and the answer. Don't hesitate to fill out more on a certain topic if someone else has already done the answer for it - there might be something they missed or you might have a different outlook on it.
3. Refrain from quoting huge chunks of this or any post following to keep it as small and readable as possible.
Edited 9-9-2005 to add clickies
Message Edited by Dorelli on 09-09-2005 04:41 AM
- Which DNA do I put into what slot?
Answer:
- Hardiness/
Fortitudemost influenced by Physique - Endurance/
Dexteritymost influenced by Prowess - Intellect/
Clevernessmost influenced by Mental - Dependability/Courage most influenced by Psychological
- Fierceness/Power most influenced by Aggression
However we think thatevery slot has acontribution to play for every value - these may be more or less depending on which value and which slot. Equations to describe this have been worked out pre-17but not tested and have been tested and verified that they still apply to all pet crafting. Please see the stickied notes at the top of the forum for more details. There is a practical version of this at www.swgcreatures.com in the form of the DNA laboratory. The values are wrong for the DNA database now but the calculator should still work if you manually insert your values. Assuming the equations for combining the DNA have not changed.
I have put a strikethrough on 3 of the above stats. These values (fortitude, dex, cleverness) are used to determine stats that, in the crafted animal will currently will always reset themselves according to the pet's level so there is no point in worrying about them. They are reset the second time the pet is called.
Here is a quote from the patch notes:
- Hardiness: Health
- Endurance: Health Regen Rate
- Fortitude: General Protection (Base Armor)
- Dexterity: Defense Value
- Cleverness: To Hit Value
- Power: Min/Max Damage
- Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
- Fierceness: Adds a small chance for each attack to be a critical hit.
- Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
- Courage: Aggro generation bonus added to normal attacks.
* This doesn't reduce the chance the state effect will be applied, but reduces the amount it impacts the pet's ability to fight. Dizzy, for example, makes the pet less likely to hit and more likely to be hit. A dizzy pet with high state resist will fight better in that condition.
Message Edited by Dorelli on 06-10-2005 03:20 AM
Message Edited by Dorelli on 06-28-2005 04:36 AM
Dorelli wrote:
Thought this would be fun, useful and a stop-gap measure ... I'm writing down all the FAQ's that I can remember. No answers ...I thought that everyone who knows ... will be able to write a little section. I know Lamm is working on a proper FAQ but thought this might do in the meantime ... Post your answers below and then maybe we'll have everything in one place ...
- Medical crafting questions
- Do I need to be a master BE to do all the medical crafting?
You need 0004 BE to have access to all the med schematics and available crafting points.
2. Will my medical crafting suit still work?
Medical crafting experimentation and assembly now works on ALL BE experimentation, Combat Med Exp & Assembly no longer work (may get fixed in the future, but dont hold your breath).
In general, 10 points in crafting (0004) will let you max the power on any enhancer or subcomponent. The extra experimentation points will help add charges. Since the extra points add charges to both components and the final assembly, 12 experimental points (vs. 10) can increase your charges by 30-50%.
3. What medical enhancers sell?
I think the question should be "What enhancers work well" since the public is still uneducated about enhancers, a stable market has not been established for them.
All of the Bacta Enhancers work decently (Bacta Jab, Toss, Infusion and Spray) and increase healing around 10-50%, depending upon your level and the strength of the enhancer.
The Neurotoxin and Deuterium toss enhancers work nicely too, providing up to a 20% increase in the tick of the poison & fire. However, sometimes its hard to see the difference in the tick since the varation for poison & fire is about 20%.
The buff (Endorphin & Nutrient Injection) enhancers and the debuff (Thyroid Rupture and Traumatize) enhancers only extend the DURATION of the buff/debuff by around 10% and not the strength.They are not considered useful by the community.
The remaining enhancers - Stabilizers and Disinfect - are not considered essential by the community either. CM disease is very weak, so there is no real need for disinfect enhancers. States arent that important anymore, so Stabilizers to improve state removal arent usually considered essential.
COMMENT - currently,to use enhancersyou need to drag the med onto your toolbar. They will not pull directly from your inventory.
4. What are good stats on instantstims?
It depends what components you use. Post-CU components are very different from pre-CU. Pre-cu had much higher ALS power (up to 200 vs. 80) and more ABEC charges (up to 25 vs. 3) but less ABEC power (up to 25 vs. 80).
A 12-point crafter, using excellent resources (high OQ & PE organic, andhigh OQ fiber), can expect D-stims to get:
1150+ power, 15-20 charges- using post-CU ALS and post-CU ABEC
1300+ power, 15-20 charges- using pre-CU ALS and post-CU ABEC
1250+ power, 30-35 charges- using pre-CU ALS and pre-CU ABEC
5. How much do you sell your stims for? Enhancers for?
That answer will depend on your server. If you are starting a new business, check the global bazaar and see what others have in terms of quality and price. Visit a top med supplier several days in a row to see how fast they sell stock. Price your items competitively to sell at the rate you want.
Message Edited by Dorelli on 06-10-200503:03 AM
Message Edited by MataHairy on 06-10-2005 06:13 AM
Tissue Making BE questions
- What are the most popular tissues to make?
- Why can't my chef/tailor use my BE component directly to make something?
- How much should I charge for my tissues?
- Should I make schematics for this guy? He has all the stuff and he seems nice...
- What values should my tissues have to be considered good?
For Chef tissues the most popular are the nutrients, which increase potency. In order of light to heavy
they are: Micronutrient Supplements (MNS), Broad-Spectrum Nutrients (BSN), and Intelligent Nanonutrients (INN).
For a list of all Chef tissues and their requirements please see
Zaddok's Guide to Chef Tissues.
For tailor tissues there are two versions of each tissue, one Basic and one Advanced. The Advanced ones
usually take an extra resource and produce higher stats, example Scent Camoflauge and Scent Neutralization. The most
popular tissues Post-CU seem to be: Tensile Resistance (Melee & Ranged Defense), Fear Release (Unarmed Damage & Terrain
Negotiation), Pathway Agents (Healing Efficiency), Active Biosensors (Augmentation & Cure Efficiecny). Enhanced Myoflex
(Entertainer Healing), Scent Neutralization (Camo & Maskscent Bonus), and Active Tranquilizers (Taming Viscous Creatures)
are also requested as well. Some of these do not work at the moment, such as Crystalisation Circuitry (Surveying), for
more information check the Tailor boards.
The Chefs use the tissues to make Additives which in turn goes into the food. The tailors use the tissues to
make an intermediate cloth which is used in the clothing. For more information check the respective
profession boards.
This is asked a lot. It depends on server economics, specifically the price of resources, your target customer, and
your desired profit. You can check your
galaxy's Trade Forum for the going rate of
either tissues or resrouces.
Generally the best way is to calculate all these things and come up with a price you're comfortable with. For instance,
Broadspectrum Nutrients
-----------------------------------------------------------------
20 units of Meat * 20 CPU * 25 tissues = 10,000
35 units of Organic * 5 CPU * 25 tissues = 4,375
25 units of Flora * 10 CPU * 25 tissues = 6,250
-----------------------------------------------------------------
Assuming 50% profit 20,625
including costs for factory x 1.5
-----------------------------------------------------------------
= 30,938
31k per crate or 1.24m for a full factory run
This of course is one example. If this is an order it's best to work out these costs and come to a price with
the customer.
It's up to you. Some BE's, especially pre-CU, did not enjoy being schematic makers. Some do it, some don't,
some charge a lot, some charge a little.
From Zaddok's Guide:
90 - Perfect
89 - Outstanding
88 - Excellent
87 - Very good
86 - Good
85 - Above Average
84 - Average
83 - Below Average
82 - O.K.
81 - Poor
80 - Low Quality
MechaWashu wrote:
3) For high level planets stay on or near your Vehicle at all times.
For some reason while you cannont mask your scent while mounted, it will stay masked after you mount.
So I simply drive up to the creature I want to sample and if the mask scent holds, I dismount and smaple. If the sample fails I jump back on and scoot away. (Breaking line of sight will often break agro)
I've found that it's faster to regen mind if you're sitting down. The following macro helps to regen, and to get away quickly if needed:
/dismount;
/pause 0.2;
/sampleDNA;
/pause 0.2;
/sit;
/pause X.Y; <- set as appropriate for your system
/stand;
/pause 0.2;
/mount {name of mount/vehicle};
You can even use this when you're not beside your mount or vehicle as the system will ignore the mount/dismount commands. By adjusting the X.Y as appropriate, you can pretty much regen all of your mind before the next sample, and be on your mount for a speedy getaway.
IMPORTANT NOTE: The SECRET RESEARCH DATA is not nor ever has been in the game.
The Devs added this as part of the Chef Revamp to the crafting schematic, but never added it to the game.![]()
Message Edited by Dorelli on 11-08-2005 03:53 AM