Bio Engineer Archive
Thread: Mt. Squills?
I did it...
I finally got on, and got my samples, I was going to go to Endor, but turned out a spawn of Mt. Squills should up right in front of my house on Tat as I was dropping stuff to cleat my inventory for my trip.
MR (VHQ) MR (HQ) MSQ (VHQ) MSQ (VHQ) MR (AA)
I got my specials !!!!
I experimented on Damdge andHealth and Action got decent resists!
And now for the good part ... Sat for 10 min deciding which skin to put this in, decided on a Razor Cat.
Put it in the DNA , meat, and Flora... and of coarse CF!
So I don't know what it would have turned out to be. ![]()
But the AA did give up the specials from Pshyc & Mind
Attempt #2:
I had some more juice:
MR(HQ) BMB(VHQ) MSQ(HQ) MSQ(HQ) MDH(HQ)
I will get the exact stats tomorrow, forgot them at home, but ended up with Blind Strike and Stun.
I have him on my vendor in a Rancor skin, I want to try again, but have no more DNA (MR) so I have to go back, so I did not Tame.
Message Edited by GMANHNC on 06-01-2004 11:06 AM
In general, if you want an armored creature with specific specials, and you need to get those specials from an unarmored creature, you're talking a multi-generational project.
1st gen: mix the "specials donor" dna with some armored dna, and hopefully get something with the resists you want, and the specials you want, and 450-500 fortitude or so.
2nd gen: remix that first gen dna with more armored dna and to get an armored critter with the specials and resists you need.
note 1: keep track of the 1st gen combine results, often times this leads to a pretty nice creature in its own right.
note 2: sometimes you run into a situation where you get real close to armored in the first gen, then sample that, get a VHQ sample that has over 500 fortitude, but is unarmored! strange but true.
GMANHNC wrote:
Got plenty of Cavern Creeper DNA, on my way to Doth to get MR samples... question though, I would rather get these into a 30-35 pet, but how do i get armor and keep the specials, the creepers don't have armor, so how do I mix and pick up armor w/o using MR wich makes it possible?
Message Edited by ArthurDentOnBria on 06-07-2004 05:02 PM
GMANHNC wrote:
Kevie wrote:
"i thought blind lowered accuracy and intimidate lowered damage and stun was a weaker version of each in one"
but i think i also read somewhere that the devs never gave any real statement as to what they really do.
I am going by what I read by putting my cursor on the state icon when it sticks to a MOB, and by watching the Combat window. Even on MH's I have watched when I have Blind, Int., & Stun stuck, that they make no attacks and when do are misses. On High LVL MOB's they do very little return Damage.
Blind: Decreases Acuracy, and by that decreases Damadge as well Example Head shot the grazes instaed of between the eyes kind of thing.
Intimidate: When this sticks, I see their HAM fall Faster
Stun: not real sure, but seems to help
from the latest 19 answers thread
Aim: Gives an attack bonus, it can be used up to three times to get the maximum bonus and lasts for three shots.
Berserk: Increases attack modifiers and increases unarmed damage.
Blind: Lowers attack and defense modifiers. Center of Being: Adds to the chance that block, dodge or counter-attack will go off.
Conceal: Allows a rifleman to attack a creature without it attacking them. A higher skill modifier improves this chance.
Dizzy: Adds the chance for the character to fall back down when attempting to stand.
Intimidate: Greatly lowers damage potential and slightly lowers defense modifiers.
Rally: Increases attack and defense modifiers.
Stun: Lowers attack modifier and slightly reduces damage potential.
Take Cover: provides a bonus to defense.
Tumbling: Increases defense
Warcry: Adds a delay to the targets action queue.
Message Edited by Kevie on 06-08-2004 05:04 PM
GMANHNC wrote:Hey Fellow BE's!As a MCH I am constantly trying to make better pets for myself, but I am having difficulty with this... When you hit MCH you can have two lvl 35's out, I have found that it is better for me to have two LVL 34's out i.e. Mt. Squills. They are not the greatest overall, but the specials they have allow them to get the job done. I recently had to drop all combat skill to go up merchant (since we don't get vendor at MBE) so I just stand there while my guys fight. I do sampling on Endor etc. but here's what I am saying.First if you aren't familiar Mt. Squills do about 340DMG and have Blind & Intimidate as specials. Blind decreases chance to hit and amount of damage that the target is able to do, and intimidate causes the target to take more damage than normal. They are both at will specials too.With these guys I was taking down Merek harvesters. (yes it took a 5+ Min.) But I can do it. I also made another little guy that is a lvl 35 11k ham Light armor 450 DMG Woolamander (resists no the best) and he has stuning strike as both specials. With him and a squill I was able to take down an Enraged Rancor without a shot fired by me and the woolamander was at half health when it (enraged Rancor) went down. (3 states on him the whole time.)Any Idea's on how to get these in a higher lvl pet? I am thinking of trying MR MR MS MS MR all VHQ I tried it the SWGC Lab, but he only had avrg. samples for MS and no specials.
Any find better combos?Message Edited by GMANHNC on 05-27-2004 12:37 PM
Message Edited by GMANHNC on 05-29-2004 01:33 PM
Message Edited by GMANHNC on 06-01-2004 02:13 PM
Sorry, but intimidate doesn't increase the damage they take, it decreases the damage they do. Stun increases the damage they take.
Bracci wrote: Sorry, but intimidate doesn't increase the damage they take, it decreases the damage they do. Stun increases the damage they take.
Kevie wrote:
from the latest 19 answers thread
Blind: Lowers attack and defense modifiers.
Dizzy: Adds the chance for the character to fall back down when attempting to stand.
Intimidate: Greatly lowers damage potential and slightly lowers defense modifiers.
Stun: Lowers attack modifier and slightly reduces damage potential.
Cheater!!!
Just kidding I saw that too, thanks for bringing it here though.
(Also I re-formatted for an easier/ relevant read here)
Message Edited by GMANHNC on 06-08-2004 04:15 PM
Bracci wrote:
Sorry, but intimidate doesn't increase the damage they take, it decreases the damage they do. Stun increases the damage they take.
sorry but intimidate DOES increase damage they take by slightly lowering their defense modifier (but greatly lowering their damage as well)
stun lowers damage potential and damage mod but no increase in damage to them
blind lowers defense and attack mods
edit: lol just saw kvm beat me to it
Message Edited by Kevie on 06-08-2004 05:06 PM