Bio Engineer Archive
Thread: 50% physical, the magic numnber to keep your armor
So far from the ones where I've been keeping notes on all stats including %s before and after experimenting.
With all slots having armor and a mix of DNA from teh same creature (H / H / H / H / VH), 69% phys. on combine, the armor was there and resists were. The resistes wer actually lower than the donor resists until I experimented 2 points into phys. and brought it up to 76%.
On test 2, I had armor on all slots except psych. Combine had no armor, 52% phys. Two points into phys brought it to 65% and armor came back.
I'm also seeing that if you add a resist between phys and prow, divide by two, then multply by a % based on the quality of the template, you get a fairly accurate mark on your resists. I'm currently using 95% for a high quality template. Although a vulnerability in either slot seems to always result in a vulnerability.
Tune
Spending xp pts in physical is definitely tied into armor. I'll try to pay attention to any combines I do with armored samples.
Haven't hardcore proven it yet, but i believe that the bonus resists you get form turning the template into a clone are also tied to experimentation on physique.
There is a definite answer, and it has appeared in other threads:
Once you get both physical sub attributes above 500 light armor will appear.
Armok wrote:
There is a definite answer, and it has appeared in other threads:
Once you get both physical sub attributes above 500 light armor will appear.
Ok...I knew about the Fortitude stat needing to be over 500. This applies to the Hardiness stat as well?...or is it even possible to have Hardiness less than Fortitude?
Only Fortitude matters.
500+ Fortitude = Light Armor
I posted a few days ago about a failure which dropped my Hardiness to sub500 but the Fortitude remained over 500 and the light armor was still there.
so it appears that only 500+ Fortitude matters. sure that post got lost in the maelstrom of the bugged cloning system though hehhe.
KnoleLightfoot wrote:
Armok wrote:
There is a definite answer, and it has appeared in other threads:
Once you get both physical sub attributes above 500 light armor will appear.
Ok...I knew about the Fortitude stat needing to be over 500. This applies to the Hardiness stat as well?...or is it even possible to have Hardiness less than Fortitude?
The only way i was able to get Hardiness to drop below Fortitude has been to have a failure in a non-related stat... that loverly stat jumping has screwed up so many pets for me. Think the one i point out was a failure in Mental that raised Intelligence, lowered cleverness, and also jump stats to Hardiness dropping it.