Bio Engineer Archive

Thread: Rough draft of a new Cloning how to guide.

Templar1865
Thu Jan 15, 2004 12:09 pm
#14

Good work here. I'm assuming that SOE will be sending you a check shortly for creating their documentation for them....
Mirrl
Thu Jan 15, 2004 3:35 pm
#15






xDuncan wrote:

By the way, is there a gurrek skin?




There is a gurreck skin, it is min CL 5. Very good skin too, very fast and looks good.



From'mirrl
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Nemthang
Thu Jan 15, 2004 3:43 pm
#16

I was cross checking your formula formind and something is amiss.


If you assume a value of 1 for the 5 slots for any given formula (e.g., intellect), you should get a predicted outcome of 1. Applying this test to your Intellect forum reveals that your calculations add up to 105%.


Physique = 5


Prowess = 10


Mental = 50


Psych = 35


Aggression = 5


Add these and you get 105%. Perhaps mental is only 45%?

Nemthang
Thu Jan 15, 2004 3:58 pm
#17

Same issue with cleverness.
Mirrl
Thu Jan 15, 2004 3:59 pm
#18






Nemthang wrote:

I was cross checking your formula formind and something is amiss.


If you assume a value of 1 for the 5 slots for any given formula (e.g., intellect), you should get a predicted outcome of 1. Applying this test to your Intellect forum reveals that your calculations add up to 105%.


Physique = 5


Prowess = 10


Mental = 50


Psych = 35


Aggression = 5


Add these and you get 105%. Perhaps mental is only 45%?






Yup, there is a typo. I have a newer version now with this plus several other fixes in it. For the record it should say physique 5%, prowess 10%, mental 50%, psychology 35%, aggression 5%. For the record these are fairly good predictors. I wouldn't be surprised if the actual values may be slightly different but they seem to work very well. Once again thank you to Sumorex and several other people who spent a large amount of time coming up with them.



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Mirrl
Thu Jan 15, 2004 4:00 pm
#19






Mirrl wrote:

Yup, there is a typo. I have a newer version now with this plus several other fixes in it. For the record it should say physique 5%, prowess 10%, mental 50%, psychology 35%, aggression 5%.


Should read physique 5%, prowess 10%, mental 50%, psychology 30%, aggression 5%.



From'mirrl
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Nemthang
Thu Jan 15, 2004 4:29 pm
#20

Also,


I hypothesize that pre-experminentation totals will be roughly 66% of the formula outcome.


That is to say, if you haveCourage DNA stats of 518 508 500 504 503, your pre-experimentation outcome for a "great" success is approximately going to be 332. You can then choose to experiment this value to 100% (504).


I need to test this.

Mirrl
Thu Jan 15, 2004 4:46 pm
#21






Nemthang wrote:

Also,


I hypothesize that pre-experminentation totals will be roughly 66% of the formula outcome.





I think its more complicated or at least morerandom than that. On my last clone I managed to max 3 of the catagories (physique, prowess and mental). As you will see the results were all over the map for the initial result. The template was made with physique very high and high for every other trait. The result were for experimentation were all great success. The predictions seem to work very well but I'm not sure how the initial results are determined.


Statistic Initial Final Percentage Predicted


Hardiness 535 660 81% 658


Fortitude 509 642 80% 638


Dexterity 578 689 83% 690


Endurance 335 508 65% 508


Intellect 476 619 74%618


Cleverness 274 453 60% 453




From'mirrl
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BntyHntr77
Fri Jan 16, 2004 7:07 am
#22

Yes, with these algorithms, the numbers that you get will be higher than the results that you get off the initial combination. You then have to experiment.

The resists and special effects come through perfect. Just the HAM, Damage, To Hit, and Speed are off a bit.

If anyone wants that excel spreadsheet, it works really well for this!! Send me a private message here, and I will email it to you!
Tasolth
Fri Jan 16, 2004 10:16 am
#23

This really needs a sticky



"Nothing is Fullproof to a suficiently talented fool "-- AKA some people at SOE

Tasoth - (EX)Teras Kasi Master , Master Doctor -Chilastra.
Momobear
Fri Jan 16, 2004 10:35 am
#24

Nice job.


Just one thing I noticed, Piket can be CL10, I created one using junk DNAs outside of the city.




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Anarrion
Fri Jan 16, 2004 12:13 pm
#25

"Please note that kinetic and energy have a BE ceiling of 60 and the rest seem to have a ceiling of 80."


Other resistances can go up to 100.


On Damage, Attack Speed and ToHit:


Min Damage = (Power * 0.8), Round up to nearest 10 (sometimes down)
Max Damage = Min Damage + 10


Round Courage up to nearest 10, then
Attack Speed = (2500 - Rounded Courage)/1000


To Hit = 0.19 + Cleverness/1500 (cjohnk)


Sumorex has come up with calculations for how much of an increase you get with each experiment point:


For Hardiness (H) and Fortitude (F) (can be applied to other 8 attributes as well):
Hardiness increase = [ F / ( F + H )] x 140
Fortitude increase = [ H / ( F + H )] x 140


Note that the average increase is 70 points, which shows as a 7% increase on the experimentation bar. So, if H > F, F goes up by more than 70 points and H by less than 70 points, but the bar only shows a 7% increase.


Quoting Sumorex: "This only works for Great Successes on stat pairs that do NOT hit a maximum on either category. This does not work for Psychology predictions using 2nd (or higher) generation DNA."


Also, there is a problem with Aggression where you often do not get the full 7% increase.

Mirrl
Fri Jan 16, 2004 12:49 pm
#26

Thanks Anarrion. I have factored this back into my local copy. Figured I'd add a collecting DNA section to it, a which skins seem to hvae no ranged attack sectionand then if people want repost it. Curious though I have once in the last month gotten a min damage that was not a multiple of 10. (It was 55-65 damage on a 2nd generation Dragonet/Giant Sand Beetle clone. I think I stuck it in a boar wolf)



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