Bio Engineer Archive

Thread: Upon further review i can only conclude that non-ch players are not meant to have pets

Bosskt2bb
Wed Jan 14, 2004 11:02 pm
#14






Tal-N wrote:

Remember that all of the way through beta there was never anything like a non-ch pet other than the probot, the concept simply wasn't intended under the old system and was added pretty much on a whim.






Yes but in beta the Probot had 3k ham, resistsand did good damage. The Beta Probot was as good as an averagepre emergency nerf CL 10 pet



Warralof
Warralof's Warren- Bio Engineered Terrors and House pets
Anchorhead - Scylla Universe
Master CH
4/1/4/2 BE
"We cant solve problems by using the same kind of thinking we used when we created them. " - Einstein
Ikti
Thu Jan 15, 2004 10:57 am
#15

dapaset...I could be wrong...but I believe the Woolimander is "aggressive" and unusable by a non-CH... ???





I hate this game...
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| Ikti Iazzi |
| Former Ambassador of PIT |
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Spazzers
Thu Jan 15, 2004 11:40 am
#16

I would disagree about CL10 animals being useless for combat. They aren't tanks obviously but they aren't meant to be. A CL10 animal works great as a distraction. A CL10 animal requires you to use combat tactics instead of the typical "send animal in, kneel and blam while animal tanks." A CL10 animal needs you as much as you need it. Taking down mobs becomes a team effort. You may have to take a few hits before you send in your animal. Its a novel concept to think of yourself as the tank for your animal.


I use primarily cu pa and scyk DNA for my non-creature handler animals. I get a nice CL10 animal with medium poison and a ranged attack. The damage may vary and the resists are low but hey, its a non-creature handler pet. Its not a kimo. Tomokato is right about realisticexpectations.


I use cat skins mostly but have made a few dewback and cu pa for non-creature handler pets. I even made an eopie that rivaled anything else I'd ever created as far as non-creature handler goes. I wish there was a dog body that wasn't aggressive but oh well.


I try to even out the HAM if I can. I've seen some CL10 animals with high health and zero mind. I can tell they used high level DNA for the first two slots and yard trash for the second two slots to get the critter level down. I made Tomokato's pet Red-Skelton using this method. His cat has very nice resists which works well for the purpose he uses it for. I've found I have better results if I use similar lower level DNA (around CL11 or 12). The HAM comes out a lot more even and the damage is around 100. I don't have to resample over and over to make the final product either.


I've found that ranged is a nice feature for a CL10 animal since it can't tank.It will get a few "free" hits before the melee battle starts.




Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
vyprbyte
Thu Jan 15, 2004 12:34 pm
#17

Buboopadoo, can we get some specifics as to what slots you put the cu pa/scyk DNA into? I've been laboring for DAYS trying to make a good non-ch pet/mount.


Using Anger DNA in the first 4 slots, and yard trash in the 4th...and after many resamples I got this Brackaset...


CL10 HAM 1200/1500/1800, 3% resists to most, Strong Poison Special Attack1


It was a pain to make though, and when I tried to duel someone with it...and kept commanding it to do the special poison attack..the target never got poisoned. I'm very interested in your cu pa/scyk recipe and the resulting stats. Maybe we can work together and figure out a good recipe for a nice CL 10 pet/mount.


Sincerely Appreciative


Spazzers
Thu Jan 15, 2004 12:47 pm
#18

The formula is pretty simple. I use scyk in the first two slots and the last slot. I put cu pa in the two middle slots. I try not to use very high quality samples because the end product comes out too high and I have to resample it. The animalends upwith a ranged attack from the cu pa and medium poison from the scyk.


The biggest problem I have is experimenting too much. I try tokeep an eye on the hardiness, dexterity and intelect. If they go over 100ish the animal will usually come out too high and I have to resample it. If those 3are toolow the animal will have crappy stats.


Every so often I'll try different combinations just for fun. Venom filled arachne are good animals to mix with cu pa. I can get a CL10ish or a bit higher that has strong poison and a ranged attack. If I resample I can usually get it in the non-creature handler range.


Cu pa run and hide when they see me coming.




Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Zenobiah
Thu Jan 15, 2004 2:06 pm
#19

Thanks for the additional information. Looks like Tatooine is the place to base out of in order to make non-ch pets effectively. If I can get better at making them I will stop charging and an arm and a leg for them.
vyprbyte
Thu Jan 15, 2004 2:34 pm
#20

Thanks Buboopadoo,


One questions though, why the venom filled arachne? I mean it's a level 36 creature...and do you use the same formula and just replace the scyk with the VFA DNA? On the 2nd gen clone do you just fill all the slots with the 1st gen clone?


Would it be easier to get the strong poison from level 22 anglers instead of the VFA?


Sincerely Appreciative!

Spazzers
Thu Jan 15, 2004 3:52 pm
#21

If you combine a higher level DNA with a lower level DNA you'll get a mid ranged animal. Resampling this mid ranged animal will create an even lower animal.


What I will do is make two animals using venom filled arachne and cu pa. The arachne goes in the first two slots and the last slot. The cu pa goes in the two middle slots. I try to use above average samples for the cu pa and an above average arachne in the aggression slot(I'm a master and can't get samples below AA). I'll experiment on the phsyc and leave the aggression where it is in thehopes I'll lower the CL as much as possible. I may experiment on the other three bars but I try to limit myself (remember my down fall is experimenting too much). Its important to keep an eye on the hardiness and dexterity and intelect. The higher they are the higher the HAM will be which will usually create a higher CL animal.


I'll end up with two animals in the CL teens, maybe CL20.Resample both these animals to ensure I have enough DNA to make a final product taking in to count failures. Again, using above average or possibly high quality samples and experimenting I can usually get a CL10 animal on the second combine. If I have to resample the second animal I'll mix it with any DNA I have left over from the first two. I'm pretty much assured (barring those failures I might add) of making at least one CL10 animal with strong poison and a ranged attack.


Less challenging is the cu pa/scyk combo but the animal is wimpier. I make the cu pa/scyk combo as stock items and use the arachne/cu pa combo for custom critters. Of course I charge a bit more for that as well




Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Tal-N
Thu Jan 15, 2004 4:21 pm
#22



Yes but in beta the Probot had 3k ham, resistsand did good damage. The Beta Probot was as good as an averagepre emergency nerf CL 10 pet


You could also have a CH calling 3 webmasters at once during beta when the probots were like that, in terms of power the probot was indeed weak. That is why the porbot nerf came in shortly before they started addressing the CHs profession.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Dapadast
Thu Jan 15, 2004 5:22 pm
#23

Ikti,


Yes the Woola is an Aggro pet skin, I made this for a MCH that had a pair of Woola's already and she wanted a CL10 for a 3rd to make a trio of Woola's.


Which is funny when they dance.


Nikkoli Walksfar


p.s.- can a non-CH use a CL10 Vicious skin if they have the +vicious/wild mod in thier clothing?

KillerCRS
Thu Jan 15, 2004 5:42 pm
#24






Tal-N wrote:



Yes but in beta the Probot had 3k ham, resistsand did good damage. The Beta Probot was as good as an averagepre emergency nerf CL 10 pet


You could also have a CH calling 3 webmasters at once during beta when the probots were like that, in terms of power the probot was indeed weak. That is why the porbot nerf came in shortly before they started addressing the CHs profession.




That, and th CH nerfs were also before we had buffed up elite combat masters, with master doc buffs, that can drop a level 50 creature solo in seconds.


I hope the rest of the player power levels are nerfed similarly, the damage players can do IMO is 2 to 3 tims out of balance to what it should be.

Zenobiah
Fri Jan 16, 2004 8:19 am
#25

I t ried following the recipes posted here last night on Tatooine. Still getting anemic cl 11 and cl 12 pets, that are just pathetic in every stat.
Zenobiah
Fri Jan 16, 2004 8:25 am
#26

So after a lot of sampling and cloning work, I'm starting to agree with many of the posters here.



  1. Non chs are not meant to have fighting pets.

  2. Making decent cl 10 pets is very difficult and harder than making a cl 40 with armor and ranged poison.

  3. Given the above, it is questionable as to whether its worth taking the time to try to make a good cl 10 pet.

  4. If you do take the time, you should charge more credits (time = money) than you charge for the cl 40 pet (which really does not make sense to me or to my customers...hmmmm).

  5. Therefore, what is a good price for a good cl 10 pet? 50,000 credits? 100,000 credits?

Inquiring minds want to know....

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