Bio Engineer Archive

Thread: How can you control what specials go on your pets?

Doordolt
Mon Jan 12, 2004 2:48 pm
#14

Armor rating comes from Fortitude.



If Fortitude >= 500, you have armor. Just experiment the Physique to increase Fortitude. However, it caps out sometimes if the bulk of your DNA samples aren't > 500.

RangeRunner
Mon Jan 12, 2004 3:00 pm
#15

Ive discovered that when I put Ranged in the Mental, Special 2 in the Psychological, and Special 1 in the Agression Slots I almost always get the specials I want, Plague Strike , Force Strike will not go to clones. The only anomole (sp) Ive seen is when the Special 2 or Special 1 is one of the Specials that cannot be transferred, it grabs one of the specials from the mental slot. I also think that the Resist come from whatever the resist are that you put in the top two slots. Hope this helps you a bit


Tyocs Aiewoon


MBE, MCH Lowca






(1nnrr[[[nnnWX9ggggggggggggggggggggg)


Tuocs Aiewoon
Master Creature Handler - LOWCA - Master Ranger Forever

____________________________________________________

Edge-Sul
Tue Jan 13, 2004 10:25 am
#16

Did we always not get to put AOE attacks in our pets.....


personally I think it's a load of bull**edit**.




Xyso - Lowca
Master Swordsmen/*WhateverHoloSays*

Avathar Beleg - Tarquinas
Ninja Master/ Gunslinger / Spice Dealer
REBEL
jonesy7777
Tue Jan 13, 2004 11:20 am
#17

As a MCH and MBE I think this was a good call by the devs not to allow AOE. If they would have taken it out and made it so CH could not find any creatures in the wild with them I would not have liked it. But right no CH can find nice creatures in the wild that CH cannot make that do AOE. Usually they are lower in all other aspects to what the BE can make though so it balances out.



The Milkmaid of Sunrunner

Harvey Strongblood
MCH
Pikeman 4-2-4-4
SunRunner Galaxy
MoG
Jaxpire01
Tue Jan 13, 2004 11:34 am
#18

I always put both specials in Aggression slot useing very high quality or high, with VHQ i always get what i want, with high it's about 3 in 4th of the time with above average it's less than 50% and i get some random one. Same with ranged in Mental.





-----------------------------------------------------------------------------
Eclipse - Master Weaponsmith / Master Arcitect / Master Artisan / Merchant
Naritus - I need a new Sig
Abtakha
Tue Jan 13, 2004 3:01 pm
#19

So if armor rating comes from fortitude, how much fortitude do I need? Or does that depend on overall level of the creature too? (Like 100 fort might be enough for a level 10 creature but you need at least 300 for CL 20, or something like that?)
Lerning
Tue Jan 13, 2004 4:25 pm
#20

If fortitude is higher than 500 (expirement on Physique) then you will get AR1--assuming that you have placed sampled DNA that contains AR1.


There are some good posts about getting ar1 in pets.



Dr. Lern

Abtakha
Tue Jan 13, 2004 5:45 pm
#21

Er so DNA with AR1 should go in the physique?
Sooty
Tue Jan 13, 2004 8:38 pm
#22






Edge-Sul wrote:

Did we always not get to put AOE attacks in our pets.....


personally I think it's a load of bull**edit**.







Actually, given the extremely low utility of AoE attacks to most CH (I hate them, far to much hassle for very low reward), the fact that we have some 'illegal' attacks makes mixing specials from different creatures much easier. There is chance involved in specials carrying through, with aggression being the primary slot for determining (pretty sure Psy is second, then it gets hazy). When you are trying to get one special from one critter and another special from a different critter then having an illegal attack paired with the special you want in Agg gives you far greater control over the special 2 from Psy appearing.


However, having a 'blank' special does not have the same effect. That seems to be counted as a 'legal' special that can actually block out the special from Psy from getting into the clone. Given the number of pets I have created with only one special because of that (and thus had to destroy or resample for fill-in samples), I am very thankful that illegal specials exist and work the way they do.


meroc
Tue Jan 13, 2004 9:01 pm
#23

Actually, all this (and more) has been covered in the 2 stickied threads "SWG Academy..." and "Creature Recipes"




gravebound wrote:
This helps out a lot if anyone else has anything to add that may help please do post it. Lets keep this going.

T'rex







Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
KillerCRS
Wed Jan 14, 2004 11:01 am
#24

You can't get poison spray to come though, but it's easy to get strong poison to come through on a ranged attack pet.


Strong disease seems pretty worthless though, so combining with dizzy or stun seems best.


My favorite recipe for making CH pets is very reliable recipe for CL30-33 Ar1, 57% Kinetic, similar if not higher resists to most others,9-10k health pet with no ranged attack with stun and strong poison for attacks, and vulnerability to blast and cold only. Very nice pairs for an MCH and still leaving room for a mount.


I make matched CL pairs, the lower the CL the lower the damage and to hit values. I make them on a 2nd generation recipe, I could probably improve it a little with a 3rd generation, add a bit of damage, get the last 3% of kinetic squeezed out,but I would charge quite a bit forthat and I want a decent price for these already.

Tal-N
Wed Jan 14, 2004 11:49 am
#25

Aggression is the dominant slot for specials, if there is an AoE attack, Unknown attack or a blank space then it is replaced by whatever is in the Mental slot. In some cases you see the special from Psych passed onto the clone however I have yet to determine exactly how this happens. One possibility is that the unknown attack causes it to take from that slot.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Talthazar
Wed Jan 14, 2004 12:01 pm
#26

Those threads are a mess though. I've been going through those as well as the current bug threads so I can recompile them to be easier to read. I'm getting there, but it's slow going.




meroc wrote:
Actually, all this (and more) has been covered in the 2 stickied threads "SWG Academy..." and "Creature Recipes"




gravebound wrote:
This helps out a lot if anyone else has anything to add that may help please do post it. Lets keep this going.

T'rex












Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
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