Bio Engineer Archive

Thread: 2nd Draft of How to Make a Clone

Zaket
Tue Jan 20, 2004 12:48 pm
#14

I've taken to experimenting physique last, just so I can avoid the "random stat reduction on failure destroying my armor" problem.



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Clerista Iewie
Master Shipwright
Jakber
Tue Jan 20, 2004 3:54 pm
#15

15E + 15E + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 + 15*0.25 = 15E
15S + 15S + 15S + 15S + 15S = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 + 15*0.25 = 15S
15S + 15S + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 0 + 0 + 0 = 9.75 = 9S
15E + 15E + VLN + 15E + 15E = 0 + 0 + -99*0.05 + 0 + 0 = -4.95 = Vulnerable
15S + 15S + VLN + 15S + 15S = 15*0.4 + 15*0.25 + -99*0.05 + 15*0.05 + 15*0.25 = 9S


I am not sure what all this means, can you explain this mathematic further.The first two make sense to me. Is the 15 just an example number?Are you on Sunrunner, if ya are come and visit me as I should give you a /tip for all of your help.


Thanks


Jakber




Jakber
Elder Jedi
Mirrl
Tue Jan 20, 2004 4:07 pm
#16

There are 5 sample combinations of resists. The first is a basic example of how all effective (E) resists work. The second is an example of all special (S) resists. The idea here is that if you keep it all special or all effective you get the results you would expect. The third is an example of mixing special and effetive resists and why it will give you low results. The 4th and 5th are demonstrations that special will over-ride vulnerable but effective will not.


Quick note on all effective though. With all effective it usually takes physique experiementation to bring it up to its full potential. However the final combine may actually give you additional resist on effective resists bringing it over the "maximum".




From'mirrl
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Jakber
Tue Jan 20, 2004 4:09 pm
#17

Mirrl,


Thanks again! I got it now.


Jakber




Jakber
Elder Jedi
Qual_Tun
Tue Jan 20, 2004 4:23 pm
#18

ive noticed that in the final combine i get added resists from different skins.


is this from the temp, or from the skin itself?


also, it almost seems as if the skin mimics the resists of its wild counterpart, has anyone else noticed this?




Master Bio-engineer
TKM

Dont make me sample you!
monkeysan
Tue Jan 20, 2004 8:55 pm
#19

Great job.


BTW I have 4 Bearded Jaxxes, and every one of them spit poison, so ranged can definitely be bread into them.


Ninz Honda, M.Be

ftong
Tue Jan 20, 2004 9:15 pm
#20






Mirrl wrote:


Fortitude controls armor (On the 500 boundary). It also controls effective resist. I've never seen or worked out an algorithm for it. I believe it actualy works as a % of potential effective resist. For this purpose alone you would count armor as having an effective resist of 50%. (Armor does not count as effective when it come to special over-riding armor) So 20% effective plus light armor counts as 70% effective resist. If your at 1/3 your maxmiumfortitude then you would get 1/3 (rounded down) of your maximum effective resist. This only works for effective resist, not for special resist.






No it does not work that way.


Actual damage= (Base damage) x [(1 - 0.5) ^ (Armor class)]x (1 - Effectiveness)


whereArmor class = 0 if there is no armor, 1 for light armor, 2 for medium armor, and 3 for heavy armor.


So if a creature have light armor and 60% kinetic resist, when a mob hit it for 1000 kinetic damage, the actual damage would be


1000 x [(1 - 0.5) ^ 1] x (1 - 0.6) = 200


We also calculate effective HAM in a similar manner:


Effective HAM = (Base HAM) / 0.5^[Armor*(1-Vulenrable)] / (1-effectiveness%)


where:


Armor=1 for light armor, 2 for medium armor, etc.


Vulenrabiliy=1 if it is vulenrable for certain kind of damage,because beingvulenrable to a certain kind of damage means that armor=0.




-----
Tucuxi Sousa, a Mon Calamari in Flurry.

Some of my old bio-engineered pets:
CL10, CL23, CL31, CL70
Kevm
Tue Jan 20, 2004 11:29 pm
#21




ftong wrote:



Mirrl wrote:

Fortitude controls armor (On the 500 boundary). It also controls effective resist. I've never seen or worked out an algorithm for it. I believe it actualy works as a % of potential effective resist. For this purpose alone you would count armor as having an effective resist of 50%. (Armor does not count as effective when it come to special over-riding armor) So 20% effective plus light armor counts as 70% effective resist. If your at 1/3 your maxmiumfortitude then you would get 1/3 (rounded down) of your maximum effective resist. This only works for effective resist, not for special resist.





No it does not work that way.


Actual damage= (Base damage) x [(1 - 0.5) ^ (Armor class)]x (1 - Effectiveness)


whereArmor class = 0 if there is no armor, 1 for light armor, 2 for medium armor, and 3 for heavy armor.


So if a creature have light armor and 60% kinetic resist, when a mob hit it for 1000 kinetic damage, the actual damage would be


1000 x [(1 - 0.5) ^ 1] x (1 - 0.6) = 200


We also calculate effective HAM in a similar manner:


Effective HAM = (Base HAM) / 0.5^[Armor*(1-Vulenrable)] / (1-effectiveness%)


where:


Armor=1 for light armor, 2 for medium armor, etc.


Vulenrabiliy=1 if it is vulenrable for certain kind of damage,because beingvulenrable to a certain kind of damage means that armor=0.





I'm not so sure ftong...look at the info below:


Part II- Examples of Armor Attributes in Action



Our bone gloves are struck by the CDEF pistol for 30 base points of damage. Because the weapon causes Energy damage, which is not one of the armor's vulnerabilities, its protections apply. An Armor Rating of Light vs. an Armor Piercing of None results in a 50% reduction, dropping damage down to 15. The bone gloves have a Special Protection vs. Energy, so we use that resulting in a reduction of 27% of the 15 remaining or 11 points. Since 11 points of damage made it through, the armor's current Condition drops to 8711 with the maximum Condition staying at 8722.


Our bone gloves are struck by the power hammer for 200 base points of damage. The power hammer does blast damage which is a Vulnerability. As a result, the bone gloves offer no protection. Armor Rating of None vs. Armor Piercing of Medium results in 25% more damage (200 x 1.25 = 250) and then another 25% more damage (250 x 1.25 = 312). All of the damage goes through doing reducing the armor's current Condition by 312 to 8410.



That's from the armor guide published by the dev here:


http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Armor%20Fundamentals




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Mirrl
Tue Jan 20, 2004 11:54 pm
#22






ftong wrote:





Mirrl wrote:


Fortitude controls armor (On the 500 boundary). It also controls effective resist. I've never seen or worked out an algorithm for it. I believe it actualy works as a % of potential effective resist. For this purpose alone you would count armor as having an effective resist of 50%. (Armor does not count as effective when it come to special over-riding armor) So 20% effective plus light armor counts as 70% effective resist. If your at 1/3 your maxmiumfortitude then you would get 1/3 (rounded down) of your maximum effective resist. This only works for effective resist, not for special resist.






No it does not work that way.


Actual damage= (Base damage) x [(1 - 0.5) ^ (Armor class)]x (1 - Effectiveness)





Hi FTong,


I'm sorry ifI made this unclear. My quote here issupposed toanswer how the effectiveresist statisticchangeswith experimentation to physique. It isnot howeffective resist lowersdamage done. When I talk about adding the armor as a50% effective resist, I'm refering to the calculation done to determine what the effectiveresist statisticwill be during creation and experimentation.


Thank you for clarifying the actual damage calculations, as they do help put the importance of armor and resists into context.




From'mirrl
Master Creature-Handler/Master Bio-Engineer/Master Scout
Goods available through the Mos Kashyyyk Mall.
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Jakber
Wed Jan 21, 2004 1:02 am
#23

Mirrl,


Can I also assume that a multiplication factor of 18 will work for Power and Fortitudealso?


Jakber




Jakber
Elder Jedi
Mirrl
Wed Jan 21, 2004 1:18 am
#24






Jakber wrote:

Mirrl,


Can I also assume that a multiplication factor of 18 will work for Power and Fortitudealso?


Jakber






Power controls damage only that I know of. The relevant passage is "You can multiply the power by 0.8 and round up to the next multiple of 10 to get a rough estimate of the lower damage limit. The upper damage limit is usually 10 points higher than the lower damage limit."


Fortitude controls armor (On the 500 boundary). It also controls effective resist. I've never seen or worked out an algorithm for it. I believe it actualy works as a % of potential effective resist. For this purpose alone you would count armor as having an effective resist of 50%. (Armor does not count as effective when it come to special over-riding armor) So 20% effective plus light armor counts as 70% effective resist. If your at 1/3 your maxmiumfortitude then you would get 1/3 (rounded down) of your maximum effective resist. This only works for effective resist, not for special resist.


As for endurance, dependability and fierceness I'm not really sure. I was kind of hoping that someone else might be able to tell me. My gut feeling would be that dependability controls behavior in combat. There seem to be only 3 basic values for dependability, ~500,~750 and ~1000. Animals like rancors and grauls which tend to turn tail in fights all have a ~750 dependability. Animals I've made with 1000 dependability are more likely to stand and fight. I'm notsure about the 500's.I'd guess that fiercenessmight have something to do with whether the creature DB's but I'm really not sure. I don't even have a guess on endurance. It seems like that should control the creature speed but it doesn't.




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.
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Raptorfish
Wed Jan 21, 2004 1:53 am
#25

.

BntyHntr77
Wed Jan 21, 2004 5:33 am
#26

Helpful tip when experimenting. Only go 1 or 2 jewels at a time. Dont max out the line you are experimenting on.

slow and steady wins the race!!

And if you are in a city, which is a manufactering city, like me, you get less chance of critical failures! 8)
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