Bio Engineer Archive

Thread: Bio-Engineer's Potential

supersparc
Sat Mar 05, 2005 12:54 pm
#14

I'm kinda new to BE, so, I dont want to ruffle feathers but....

I have been doing some experiments to learn the craft. Things I know:

Not ALL stats cap at 1000. Dependability is the only known stat that can be sampled at 1000. However, if you play a little with it these things pop out. clicky

I also created a creature with a 688 depend in the template....when I sampled the results where 750+....somewhat odd but maybe more experienced BEs know why. Leaves room to theorize about sampling raising the level of stats....but, maybe its just a bug/feature of depend.

About the MDH MDH X Y MDH template....got some wierd results. The template came out twice in a row with 35 percent resists to 4 or 5 different damage types....considering my G1 was complete vuln and the MDH is 10 to all, not sure how that happened...and twice in a row to boot. Also, when I animated the template the resists climbed again to 39.

Those are just the two instances I have encountered so far where the stats go up from non-traditional means...I think that should at least raise questions.





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supersparc
Sat Mar 05, 2005 10:31 pm
#15


darkmeh wrote:
The reason the stats raised that way is when you take off an armor rating from a creature, the resists go up to compensate for that. I think it goes up 40% or so when armor comes off. Can't remember exactly, but that would explain why that happened.
It's also been proven in the ancient bull rancor thread that DNA doesn't cap at 1000. Check out the stickies up there and try to find the ancient bull rancor thread.




I dont disagree with the point about armor...however, the FAQ says resists are determined by:

Final resist = .4 * slot1 + .25 * slot2 + .05 * slot3 + .05 * slot4 + .25 * slot5

If it was true about armor/fortitude effecting resists, then this equation is not complete....but, this equation holds true for every other combo I have done. Including mixes of armored and unarmored DNA.

Also, the resist numbers rose twice. Once on the DNA combine and once on the creature animation. If it was only related to armor, should it not have made a correct adjustment the first time? And not all resists went up to 35 and then 39...one or two stayed as vulnerable...how did they pick which ones to raise? ......and since I have seen resists go up at animation time, is it possible that the level 60 cap can be passed at animation time? I would think not but ......

The interesting thing about depenability is that it went upto 1089 without DNA over 1000 and spending 0 exp points to raise it.....dependability is irrelevant, but what about the others? Can they be raised over the posibilities of their DNA without using exp points? That would mean 15K+ HAM creatures could be made....

Too many questions.....I am not asking for answers, just pondering aloud.





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furrycat
Sun Mar 06, 2005 12:41 am
#16

> Also, the resist numbers rose twice. Once on the DNA combine and once on the creature animation.

Effective resists are tied to the fortitude stat. Round to the nearest fifty and divide by ten or something along those lines. *Digs out old code* I used (5 * floor(($fortitude % 500)/ 50)) % 50 in my code.

Since experimenting in physique can raise fortitude, it will also raise effective resists.

Special resists can't be experimented up. They are determined from the samples' special resists and remain the same across template and creature.

So ... how do you know which are special and which are effective? Well isn't that just the thing. Basically you have to keep track of them because the system won't tell you until you tame the deed.

Edit: Heh I completely forgot the important part...

Yes a successful creature assembly can bump those effective resists further. Up to 4% if you're lucky.

Message Edited by furrycat on 03-06-2005 07:51 AM




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Sitorikku
Sun Mar 06, 2005 1:25 pm
#17

If its any worth, im almost certain ive seen a pet Kimogila using area attacks. Its been several months, but I do remember that thing ripping through multiple banthas at once. No, I did not take SS of it because I thought it was a BE clonable attack like poison back then. I was only about 80 feet ingame away from the beasts master and he was NOT using his weapon.


It kinda feels like reporting a bigfoot sighting posting this, but thats how I remember it- and no, it was not a Krayt.



Corinthia Rhomphaia
Felisconcolori
Mon Mar 07, 2005 9:01 pm
#18






Sitorikku wrote:

If its any worth, im almost certain ive seen a pet Kimogila using area attacks. Its been several months, but I do remember that thing ripping through multiple banthas at once. No, I did not take SS of it because I thought it was a BE clonable attack like poison back then. I was only about 80 feet ingame away from the beasts master and he was NOT using his weapon.


It kinda feels like reporting a bigfoot sighting posting this, but thats how I remember it- and no, it was not a Krayt.







Just as a possible explanation, this may have been a pre-pre-Bioengineer patching process pet. If I remember correctly, Bioengineers could create Kimogilas using the old system (individual templates for very specific creatures) and those pets may not have had the area attack restriction. (I was only a starting BioEngineer at the time, a mere month or two into my grind, before the patch.) The idea that this kindof pet might survive I hold in with a pet I tamed after the patch, while the deed was created before the patch... a very lovely Dewback (named "Catman") that is (truly) Challenge Level 1(0). Pretty for a gag, but too scared in combat to be much use.





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Kelderek
Tue Mar 08, 2005 9:25 am
#19


You guys got me interested in some fun research. Last night I came up with this:

http://pg.photos.yahoo.com/ph/tiffanm2000/detail?.dir=aed6&.dnm=39a7.jpg


I didn't think that CL1 was possible. The FAQ shows a bunch of pets that have a minimum level of 2, including the Durni skin that I used. I certainly would think that a pet with 9k health and 200+ damage wouldn't be anywhere near CL1, I would think I was lucky to get it down to 10 with those stats.


I ended up sampling the DNA on this pet and lost it so I wan't able to try taming it. I used the DNA for a new generation and was able to make a CL5 pet with ~8k health and > 400 damage (I'll have to grab a pic of that one later)


These recipes got me right on the verge of having light armor. With a CL that low I want to try these again and experiment it up that one extra point in physique to make it light armor and see what level I get. The lowest pet I've made with armor is about CL20, I was shooting for triplets and missed a little low. I haven't really tried to see how low I can get a pet with armor. Have you guys seen a floor on the pet level with armor?



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droidekasnightmare
Tue Mar 08, 2005 9:30 am
#20



Kelderek wrote:
You guys got me interested in some fun research. Last night I came up with this:
http://pg.photos.yahoo.com/ph/tiffanm2000/detail?.dir=aed6&.dnm=39a7.jpg
I didn't think that CL1 was possible. The FAQ shows a bunch of pets that have a minimum level of 2, including the Durni skin that I used. I certainly would think that a pet with 9k health and 200+ damage wouldn't be anywhere near CL1, I would think I was lucky to get it down to 10 with those stats.
I ended up sampling the DNA on this pet and lost it so I wan't able to try taming it. I used the DNA for a new generation and was able to make a CL5 pet with ~8k health and > 400 damage (I'll have to grab a pic of that one later)
These recipes got me right on the verge of having light armor. With a CL that low I want to try these again and experiment it up that one extra point in physique to make it light armor and see what level I get. The lowest pet I've made with armor is about CL20, I was shooting for triplets and missed a little low. I haven't really tried to see how low I can get a pet with armor. Have you guys seen a floor on the pet level with armor?





Oo

/jawdrop

That's one cool critter.

Also, I'd say that light armor adds about 8 levels, seeing as I, while doing lvl 10 super-tanks acdidentally pushed some superb MH too high with an amazing success (bloody hell) and it came out with CL 18, I think I might've put a point into aggro after seeing the fort: 500, but around 8 levels in a staggered pet.





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LloydPickering
Tue Mar 08, 2005 9:57 am
#21



droidekasnightmare wrote:


Kelderek wrote:
You guys got me interested in some fun research. Last night I came up with this:
http://pg.photos.yahoo.com/ph/tiffanm2000/detail?.dir=aed6&.dnm=39a7.jpg
I didn't think that CL1 was possible. The FAQ shows a bunch of pets that have a minimum level of 2, including the Durni skin that I used. I certainly would think that a pet with 9k health and 200+ damage wouldn't be anywhere near CL1, I would think I was lucky to get it down to 10 with those stats.
I ended up sampling the DNA on this pet and lost it so I wan't able to try taming it. I used the DNA for a new generation and was able to make a CL5 pet with ~8k health and > 400 damage (I'll have to grab a pic of that one later)
These recipes got me right on the verge of having light armor. With a CL that low I want to try these again and experiment it up that one extra point in physique to make it light armor and see what level I get. The lowest pet I've made with armor is about CL20, I was shooting for triplets and missed a little low. I haven't really tried to see how low I can get a pet with armor. Have you guys seen a floor on the pet level with armor?





Oo

/jawdrop

That's one cool critter.

Also, I'd say that light armor adds about 8 levels, seeing as I, while doing lvl 10 super-tanks acdidentally pushed some superb MH too high with an amazing success (bloody hell) and it came out with CL 18, I think I might've put a point into aggro after seeing the fort: 500, but around 8 levels in a staggered pet.




Zad did some experiments that were cl5 w/o, and cl15 with Armor...

Assuming it is CL8 increase, with a CL1 pet...that comes in at CL9...ie a Non-CH pet with AR1

Assuming a CL10 increase, thats a CL11, which would make a very nice starter CH pet.



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Kelderek
Tue Mar 08, 2005 11:23 am
#22

I had a few minutes before I went to work this morning to try my recipes again, and wouldn't you know it but I crit failed on the damn template and lost my DNA


Figures. Thank you Sony for removing crit failures for everyone else but the BEs.


Guess I'll go out sampling again tonight and try for some more, I want to see if I can reliably reproduce these results more than once. I also want to test for the low-level light armor pet.



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Imperium Mall on Naboo (-3311, -5116)
LloydPickering
Tue Mar 08, 2005 11:46 am
#23



Kelderek wrote:
I had a few minutes before I went to work this morning to try my recipes again, and wouldn't you know it but I crit failed on the damn template and lost my DNA
Figures. Thank you Sony for removing crit failures for everyone else but the BEs.
Guess I'll go out sampling again tonight and try for some more, I want to see if I can reliably reproduce these results more than once. I also want to test for the low-level light armor pet.





you may want to add that to the reports of Crit Fails Here



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Zadokk
Tue Mar 08, 2005 12:49 pm
#24



LloydPickering wrote:


droidekasnightmare wrote:


Kelderek wrote:
You guys got me interested in some fun research. Last night I came up with this:
http://pg.photos.yahoo.com/ph/tiffanm2000/detail?.dir=aed6&.dnm=39a7.jpg
I didn't think that CL1 was possible. The FAQ shows a bunch of pets that have a minimum level of 2, including the Durni skin that I used. I certainly would think that a pet with 9k health and 200+ damage wouldn't be anywhere near CL1, I would think I was lucky to get it down to 10 with those stats.
I ended up sampling the DNA on this pet and lost it so I wan't able to try taming it. I used the DNA for a new generation and was able to make a CL5 pet with ~8k health and > 400 damage (I'll have to grab a pic of that one later)
These recipes got me right on the verge of having light armor. With a CL that low I want to try these again and experiment it up that one extra point in physique to make it light armor and see what level I get. The lowest pet I've made with armor is about CL20, I was shooting for triplets and missed a little low. I haven't really tried to see how low I can get a pet with armor. Have you guys seen a floor on the pet level with armor?





Oo

/jawdrop

That's one cool critter.

Also, I'd say that light armor adds about 8 levels, seeing as I, while doing lvl 10 super-tanks acdidentally pushed some superb MH too high with an amazing success (bloody hell) and it came out with CL 18, I think I might've put a point into aggro after seeing the fort: 500, but around 8 levels in a staggered pet.




Zad did some experiments that were cl5 w/o, and cl15 with Armor...

Assuming it is CL8 increase, with a CL1 pet...that comes in at CL9...ie a Non-CH pet with AR1

Assuming a CL10 increase, thats a CL11, which would make a very nice starter CH pet.


That was always the idea Lloyd - especially as I had read previous research suggesting that it was 8 levels instead of 10 and as you pointed out - if that is the case then surely a CL10 with light armour is possible. However you may have noticed that his pet has complete vulnerabilities and armour is useless if there are blanket vulnerabilities. So if it was possible then it would only serve as a novelty pet and nothing more
MTOCatalog
Tue Mar 08, 2005 12:55 pm
#25

Great thread everyone. If nothing else it made me realize how much I have yet to learn.






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LloydPickering
Tue Mar 08, 2005 2:23 pm
#26



Zadokk wrote:

That was always the idea Lloyd - especially as I had read previous research suggesting that it was 8 levels instead of 10 and as you pointed out - if that is the case then surely a CL10 with light armour is possible. However you may have noticed that his pet has complete vulnerabilities and armour is useless if there are blanket vulnerabilities. So if it was possible then it would only serve as a novelty pet and nothing more




Well if we can get a cl10 with armor then it does show that its possible, and we will likely be able to squeeze a little more out of it. I did see the resists, but was more interested in the CL1 with that sort of HAM...the possibility of a CL9 pet with Armor...



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