Bio Engineer Archive

Thread: 50% physical, the magic numnber to keep your armor

leothric
Fri Dec 19, 2003 1:21 am
#14

maby 55 i was 54 and no armor 55 was.



X-Master Bio-Eng (yea i know crazy huh?)
X-Master Doctor
Death by NGE RIP 6/03 -12/05
Tunes
Fri Dec 19, 2003 1:43 am
#15

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

Sumorex
Fri Dec 19, 2003 1:45 am
#16

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.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
grelgen
Fri Dec 19, 2003 1:51 am
#17

from what i've seen on this, you need to have 5 samples all with armor for it to end up in the template. I've been concentrating on craggy bolmas (dathomir) from my armor samples.



BE?
ArthurDentOnBria
Fri Dec 19, 2003 12:04 pm
#18

I spent a lot of time last night experimenting with armor. What I was going for was around a CL 30 critter with light armor, but had no luck at all. I put mixtures of frenzied graul and horned voritor into Physical, Prowess and Mental. What I found was that if you used HQ in physical, I generally couldn't even experiment the physical up to 50%, and the combine had no armor. When I used VHQ in physical, I could experiment it up to around 55% or so, but still no armor. Tonight I will try again adding armored samples to the other two slots as well, although this is certainly counter-intuitive (particularly if the psychology slot needs to be armored - blah).



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Mirrl
Fri Dec 19, 2003 12:19 pm
#19

So last night I has a very odd result. Using a mixture of Frnezied Graul and Horned Voritor Lizard. It tooks two attempts of experimenting physical (both great successes) to get the armor to show up. So far so good. I then began experimenting the other characteristics. With three points remaining I put a point into aggression. I got an amazing success and the armor disappeared. I put the remaining 2 points into physical but could not get the armor to reappear. There is definetly something more complicated going on. Not sure if this was a bug or if physical needs to exceed aggression in some way.



From'mirrl
Master Creature-Handler/Master Bio-Engineer/Master Scout
Goods available through the Mos Kashyyyk Mall.
(Mos Kashyyyk Shuttle Port)
Send an email to From'mirrl for custom pets.
Send an email to Bam for bio-Enhanced clothing.
Dulhaj
Tue Dec 30, 2003 12:54 pm
#20

Is there a definate answer on this.... or any further tests done? I've had no luck getting armor to stick.



_____________________________________________________
Jarooka - Master Doctor | Pikeman
MEGACORP Board Member
MEGACORP is now located west of Dearic, Talus (-550 -2764), less than 1km from the Starport.
The MEGACORP MEGAMall on Talus is now open.
Armok
Wed Dec 31, 2003 1:02 am
#21

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.

KnoleLightfoot
Wed Dec 31, 2003 1:05 am
#22

In cases were the armor was not showing up...What was the Fortitude stat at?
Dulhaj
Wed Dec 31, 2003 1:05 am
#23

ahhhhhhh


Thx.




_____________________________________________________
Jarooka - Master Doctor | Pikeman
MEGACORP Board Member
MEGACORP is now located west of Dearic, Talus (-550 -2764), less than 1km from the Starport.
The MEGACORP MEGAMall on Talus is now open.
KnoleLightfoot
Wed Dec 31, 2003 1:08 am
#24






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?
Sumorex
Wed Dec 31, 2003 1:16 am
#25

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.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
Sumorex
Wed Dec 31, 2003 1:20 am
#26






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.



Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
Page 2 of 3