Bio Engineer Archive
Thread: Publish 17, BioE changes (formerly on TC: May 20, 2005... now on TC-Bria)
as noted above: DNA seems to be working.
lammergeier wrote:
I haven't gotten a fort 1000 sample yet since the changes went in.
as noted above: DNA seems to be working.
Sweet, maybe we can get back to crafting pets
lammergeier wrote:
I haven't gotten a fort 1000 sample yet since the changes went in.
as noted above: DNA seems to be working.
So does this mean we should stock up on 1000 fortitude DNA before it goes extinct? Perfect for mixing to raise the armor values?
I know this isn't the most important thing on all BEs minds but me being a med crafting BE. Are they going to change any of the enhancers that we can make so we actually make more than just stims?
Default121 wrote:I know this isn't the most important thing on all BEs minds but me being a med crafting BE. Are they going to change any of the enhancers that we can make so we actually make more than just stims?
Unless something different has been said to our correspondent, meds are working as intended.
Psychopyro80 wrote:
Default121 wrote:
I know this isn't the most important thing on all BEs minds but me being a med crafting BE. Are they going to change any of the enhancers that we can make so we actually make more than just stims?
Unless something different has been said to our correspondent, meds are working as intended.
They may be working as intended but they hardly do anything to make it worth crafting them.
And this is why I haven't bothered to make them.
Default121 wrote:
Psychopyro80 wrote:
Default121 wrote:
I know this isn't the most important thing on all BEs minds but me being a med crafting BE. Are they going to change any of the enhancers that we can make so we actually make more than just stims?
Unless something different has been said to our correspondent, meds are working as intended.
They may be working as intended but they hardly do anything to make it worth crafting them.
fort 500 = armor 3000. or so.
fort 750 = 4200. ish.
DNA sampling seems to be yielding MUCH worse samples (quality-wise):
14 AA, 29 HQ, 8 VHQ
stats do NOT simply increase with CL... for example, arachnes seem to favor warriors for fortitude, while the CL+1 'venom-filled's show lower fort.
unfortunately, since these mobs hit my toon for over 2k per, and instantly deathblow, I can't run damage tests on them to see what their hidden, but functional, resists are.
specials and resists are still not showing on DNA, nor on /examine with the appropriate +creature knowledge skill. master scout shows CL of creature mobs... not that you can't figure this out with the 'con' shields.
Anyone pick up on this? It was in the creature handler section. Why are they nerfing non-creature handler petsand penalizing people that own them? I take out my master artisan, with no combat skills,on a harvester run and I'm attacked by an overkreetle. My cu pa mount, my onlyweapon,kills the overkreetle (who am I kidding but play along). I know the scaley hide is good but, alas, I have not kill rights because my pet did all the damage. Now how stupid is that? Does a rifleman get no kill rights because their rifle did the killing and not the actual player?
A novice creature handler has their xp reduced simply because their pet is CL10 or below? A combatant that uses a non-creature handler pet will get less xp? The combatant that is supplimenting their income with animal resources may not have kill rights because of the amount of damage their pet did? Who is going to want to buy a non-creature handler pet now, especially with multiplayer vehicles coming out?
"Sorry I can't buy that pet. It does too much damage and I won't get loot rights." How moronic is that?
What about this "fix" am I not getting? It sure smells of a giant non-creature handler pet nerf to me. Non-creature handler pets used to be my bread and butter. I can see this "fix" having a huge impact on that business.
Spazzers wrote:Non-CH pet damage will now reduce XP amounts granted and possibly result in no kill rights. CH pet damage will still count towards CH XP Anyone pick up on this? It was in the creature handler section. Why are they nerfing non-creature handler pets and penalizing people that own them? I take out my master artisan, with no combat skills, on a harvester run and I'm attacked by an overkreetle. My cu pa mount, my only weapon, kills the overkreetle (who am I kidding but play along). I know the scaley hide is good but, alas, I have not kill rights because my pet did all the damage. Now how stupid is that? Does a rifleman get no kill rights because their rifle did the killing and not the actual player?
A novice creature handler has their xp reduced simply because their pet is CL10 or below? A combatant that uses a non-creature handler pet will get less xp? The combatant that is supplimenting their income with animal resources may not have kill rights because of the amount of damage their pet did? Who is going to want to buy a non-creature handler pet now, especially with multiplayer vehicles coming out?
"Sorry I can't buy that pet. It does too much damage and I won't get loot rights." How moronic is that?
What about this "fix" am I not getting? It sure smells of a giant non-creature handler pet nerf to me. Non-creature handler pets used to be my bread and butter. I can see this "fix" having a huge impact on that business.
it's no 'nerf'... it's bringing non-CH pets in line with other uncert'd items. they could have removed all attack capabilities from non-CH pets (which, for the skill points they require to use, should be as effective as CDEF weapons)... instead, they made 'loot rights' and xp the 'carrot', and the length of the 'stick' is the DPS of the pet: as long as you outdamage the pet, you get to keep the loot.