Bio Engineer Archive
Thread: 40% kinetic at CL14. Here's how I did it.
These were adult pets from per-patch wild caught babies.
I made 2KD/Dizzy Kaadus from Gronda and Sharnaff DNA earlier tonight. I put Sharnaff DNA in the 3 left slots (Physique, Mental and Aggression), and the Gronda DNA in the right hand slots (Prowess and Phycological).
I'll mess around a bit with this new info, thanks Tal ![]()
I have been aiming at the 55 Class range . and have succeeded well in those so far . have a whole slew of pretty decent to very good 51 - 60 Creatures . I've learned how to split my specials into the various slots 2/3 times. and somehow Psych ALWAYS is the deciding factor . i made about 8 clones All high quality (save VHQ for real workings) and just changed the Psych DNA and it made many Minor differances . from Level of the creature. to Special attacks . To even Carrying ALL the Specials ONLY on Psych over and none from Mind or Aggression that normally happens. It also played a factor in me Getting armor / not getting armor sometimes. . . I can't figure this out . its bugging the he!! out of me .
i have a book of recipes but the ONLY one i didn't write down turns into some Monstrous 10K behemoth with kd / dizzy 50% kin 57% energy . (number of vulns though) at level 21 and 345 dmg. and ranged attack. I'm am STILL kicking myself for that one.. go fig.
Anyone else play with the Psych variable much?
(onthesetests . the data was obtained at first creation or after spending no more than 3 experiment points)
A little tip for people wanting to make clones like this, the blooming jax on Endor has around 30% for kinetic and energy but is vulnerable to almost everything else. This means it's ideal for applying those very important vulnerabilities needed to make kinetic tanks of a lower CL.
As for the special attacks I have noticed that sometimes it seems to borrow from mental and sometimes from aggression or phych. I'm going to check this but I susspect that the dna quality is the fact here since I have a habit of putting the highest quality samples into the first 3 slots and simply high ones into the last two. It's possible that there's something along the lines of 'dominant genes' in act here which prefers higher quality samples over lower ones.
So the key to getting creatures lower is to inbreed then? Slowly bringing the creature lower and lower? If this is the case will armor carry over at all, if only some of the time?
Also can we all agree now that the cloning system isn't as clear cut as:
Physical/Prowess - resistance
Mental - Special
Psycho - Ranged
Agression - Dmg
I have yet to see this work for me, and in atwo cases using 4 lower samples and one high lvl creature sample, both clones have taken the special attacks of the higher lvl sample. (Remind you I'm speaking in terms of creature lvl not quality of the DNA samples. I used very high quality in all slots.) I think the system is weighted per each slot for different attributes.
Thanks.
-silly
p.s. I've also answered my own question I think, trying to get AE bleed on a clone, and it DID NOT copy over, even when using 5 of the same samples that had it. Hence I don't think area effects copy over to clones as it stands now.
Right, but can you answer my other two questions?
Do clones keep armor at all, as you inbreed lower and lower?
Is it safe to say the cloning system is more complex than you previously stated, meaning no one or two slots account for one specific attribute?
Thanks.
-silly