Bio Engineer Archive

Thread: Clone Resist Formula Version 1.0

Dunklemaus
Mon Dec 22, 2003 3:13 am
#14

Excellent post!





A Maus
Self Appointed Game Warden of Dathomir
and Spokesman for Alpacas everywhere
v
leothric
Mon Dec 22, 2003 1:38 pm
#15

Kamuriths dna is buggy. I would not base anything on them till the devs fix it. something is buggy with its armor ratings.



X-Master Bio-Eng (yea i know crazy huh?)
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Death by NGE RIP 6/03 -12/05
Iomi_I
Mon Dec 22, 2003 2:55 pm
#16

Nice formula and thank you for sharing it.


I'd started work on a spreadsheet a few days back, logging all my data to analyze for patterns. After reading your thread here, I plugged a couple figures of my results into your formula and here's what I got:


Test Case 1

--Physique: Below Average Second Generation DNA with 2/2/0/0/8/8/0/0 in resists.

--Other Slots: Below Average Vynock DNA with 0 in all resists.

--Resulting Resists: 0/0/0/0/3/3/0/0


...which fits your formula.


Test Case 2

--Physique: Average Second Generation DNA with 9/7/0/22/0/22/0/31 in resists.

--Other Slots: Average Vynock DNA with 0 in all resists.

--Resulting Resists: 3/2/0/9/0/9/0/0


Note that the Stun Resist of 31% was totally lost in the final DNA on Test Case 2.



I then sampled DNA from the creature from Test Case 1, and critical failed.


I then sampled DNA from the creature from Test Case 2 and the resists came through identically to the DNA from Test Case 2 (3/2/0/9/0/9/0/0).



Last but not least... I spent a great deal of time Saturday and Sunday sampling (and failing a lot) on Dantooine (3 incaps, 1 db...)... to crit fail every single strand of DNA I'd gathered.


*shakes fist madly at Murphy*


Iomi Iseis

Tarquinas
grelgen
Mon Dec 22, 2003 3:59 pm
#17

I guess i have 1 counter, but i dont know if it is just supposed to be that way


sampled 60 flesh eating chubba dna


resists are all 0s cept for vuln to stun


on first combine, I only experiment physique on all combines.


resists are all 1s cept for vuln to stun


sample all of them and combine into second gen


resists are all 2s cept for vuln to stun


i wasnt able to sample enough to make a 3rd generation, crit fails on gnorts are dman embarassing.


As a master, I should expect these results. So the system may have a +10% or something somewhere due to your engineering skill.


A counter to this is I sampled a bunch or graul maulers and got a clone with equivalent resists, no bonuses, again after only experimenting on physical stats.


The interesting thing was that my second gen clones had 1k health (from chubba dna that's quite an improvement)




BE?
Sumorex
Mon Dec 22, 2003 4:13 pm
#18

I've seen those bonuses in quite a few clones... and I believe it has something to do with Hardiness and strings of resists that are 0% effectiveness.



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

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Honnor
Mon Dec 22, 2003 8:30 pm
#19

OK, need some explaination on this one please. Those of you that have seen my spreadsheets should be able to look at this and figure it out quick.


First of all I had a bunch of spare Blurrg AA samples (I really like sampling blurrgs - non aggressive and do not deathblow and have high fortitude). I made a template with the following results:


http://members.cox.net/gammelt/dna20.htm


Now my question is this, if you noticed the blast resist was 5-5-5-5-5 and when I made the base combine the blast resist jumped to 35. My experimentation was 2-3-2-1-2.


After the experimentation the blast resist went to 0. Any ideas?


I made a razor cat with this and the blast jumped back up to 4. I am thinking if I was not concerned with experimentation it would be a way to introduce a 35 resist back into the line. I would not only because had I not experimented I would have lost light armor.


Lyyfe'Takr - Master BE, CH on Lowca

Sumorex
Mon Dec 22, 2003 8:54 pm
#20

If I'm reading your template correctly Lyfe, that is something that has been happening as you experiment a clone up to get light armor. The resists climb, then light armor pops and all the resists go to 0. I've been seeing that happen alot and I don't have a solid explanation for it.... at least one that I can back up with numbers for WHEN and WHY it happens. If you see it happening to your template you have to decide if you want Light Armor or if you want the resists that are climbing.



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

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Honnor
Mon Dec 22, 2003 9:07 pm
#21

if you see my spreadsheets I will always indicate if I am using first second or third generation cloned samples.


All this was fresh samples. I do not think it is the quality because same happened on HQ. Next time I have some extra aa blurrg I will do same experiment, but change the experiment points. Although that is not what I think the problem is.


Of course, another explaination could be ... ahhh ... no that could not be .. although ... NAH ... just no way that it could be any kind of a bug. IMPOSSIBLE !!


Lyyfe'Takr - Master BE, CH on Lowca

Dweebor2
Mon Dec 22, 2003 9:20 pm
#22






Sumorex wrote:
If I'm reading your template correctly Lyfe, that is something that has been happening as you experiment a clone up to get light armor. The resists climb, then light armor pops and all the resists go to 0. I've been seeing that happen alot and I don't have a solid explanation for it.... at least one that I can back up with numbers for WHEN and WHY it happens. If you see it happening to your template you have to decide if you want Light Armor or if you want the resists that are climbing.





Yah I have seen this too.. The only explanation I have is that the resists ya have before the AR1 appears is the equivalent (approximately) to the Ar1 without the extra resists to keep the DL at the samish lvl. I tried this by creating 2 pets one with ar1 and the lower resists and one without ar1 but with the higher resists and they were within 1 or 2 DL of each other.


Now I have no other proof of this its just an observation. Could be way off beam.


Myfanwy


MBE/MCH Kettemoor

Sumorex
Mon Dec 22, 2003 9:27 pm
#23

Lyfe: I was having that happen using craggy bolma and durni DNA.. but it was only on the 0's in the craggy that the durni werne't vulnerable to. I don't think the quality of the DNA has anything to do with it because in the old system the only difference that was codified in the numbers of the template was a range. AA and H would overlap slightly, H and VH would overlap slightly. Would be nice if Kel told us what the Quality of the sample meant My personal opinion is that the Quality is just an average of the stats. Lets say AA could be 200 to 400. H could be 300 to 500. VH could be 400 to 600. That kinda thing... dunno if we can ever prove what the dsitinction is on our own though.


Myfanwy: I agree with ya that AR1 = 50% resist. I just can't back it up And its a hard call deciding for 45 resists or AR1 0 resists when you know the AR1 is gonna dump a huge CL hit on ya.




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

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Alexander
Tue Dec 23, 2003 1:02 pm
#24

What about experimentation? I found out you need to experiment either phsyque or prowness at least once to rise the resistances to the right levels in some cases.



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