Bio Engineer Archive

Thread: Predicting Pet Level in the new system New Preliminary Weightings

Aleskander
Mon May 30, 2005 6:15 am
#14









CL 75 912 801 579 717 result


CL 70 880 784 571701 result in rancor skin 6783 health 4704 armor 65 regen 140 to hit 102-404 damage


A note on this: I have noted that experimenting in mental does raise the CL. And when you take all stats to max, it really messes with the curve. Except where noted, only physical and aggression were experimented on.



CL Hard Fort PowerFormula Armor Def Damage Exp


66 826679 561 656


72874 777 568696 4662 145 101-404 all


68866 747 5886974482 125 100-399


69 827 777 570686 4632 137 102-404


69 828 765 563679 4590 144 101-401 mental


70 825 796 576 690 4776 142 103-407


72 835 797 578 697 4782 148 104-410


71859784 574 697 using 2d gen DNA from CL 72


67 831 782 571 688 4692 104 102-404 using 3d gen from CL 71


As a note to this, these were all done using 1st gen DNA except the CL 70 rancor which was made using 2 2d gen from the CL 75 Rancor.


Dang it, I just noticed you used a different forumula...I'll have to try that and see how it works. And make sure I have it right in my spreadsheet..lol


Everything updated with new formula hard*25% +fort* 25% +power *50%


Message Edited by Aleskander on 05-30-2005 09:50 AM


Message Edited by Aleskander on 05-30-2005 10:11 AM


Message Edited by Aleskander on 05-30-2005 10:16 AM


Message Edited by Aleskander on 05-30-2005 10:34 AM

Message Edited by Aleskander on 05-30-2005 11:17 AM



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
Dorelli
Mon May 30, 2005 11:44 am
#15

OK ... I've been trying to make the curve fit better and take into account all the stats. If you please, try these new weightngs on for size on your spreadsheets. I'm not entirely happy with them so suggestions and comments and data are all welcome


hardiness 50

fortitude 5

dexterity5

endurance 10

intellect10

cleverness 5

dep 5

courage10

fierce 5

power100





Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Aleskander
Mon May 30, 2005 1:13 pm
#16

Thanks Dor. I'll see what happens using those numbers.


The only wild mob I've found at CL 75 has been malkoc bulls and malkocs...at least they don't DB...lol.


Mixing them with klamuth reapers has worked pretty well. I've also used them mixed with baz nitches and a few other CL 60+ samples.


I've noticed ranocr samples aren't that good now. The hardiness is around 750 while with malkoc bulls I've gotten hardiness of 800-1k.


Also (sometimes), the inital combine is higher than what you can experiment to sometimes. For example, I had a combine of 868 hardiness and when I experimented it dropped and the highest I got out of it was 859.





*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
Galbatorix
Tue May 31, 2005 2:11 pm
#17

I wonder if the new diminishing returns system that has been implemented post CU might be wat keeps making ur curve look like a porabola? But who knows...just a guess on wat could be causing some of the frustration. Something else i would like to find out is wat is the mathematical relationship between the five different DNA samples in the template and what values are therefore created!!! But great work and if i was a master BE alrdy i would be out there tryin to help u out...oh well, guess i am just slow lol.
Aleskander
Tue May 31, 2005 5:15 pm
#18



Hard Fort Dex End Int Clev Dep Cour Fierce Power Cl Health Regen Armor Def
627 461 193 306 70 97 37 53 384 411 34 4454 23 2766 40
477230143249 71 87 20 31211 320 203396 18 1380 31
417 171272 443 64 435 140 159 383 467 36 3166 34 1026 53
402 228 243 412 75 354 194 33 181 404 29 3031 32 1368 48
759 651 487 723 60 493 486 284 284 330 39 5718 59 3906 89
706 547 453 656 6 456 110 313 436 386 40 5320 49 3282 82
574 427 477 671 117 612 114 118 432 342 344478 50 2562 90
669 350 495 659 32 556 117 118 540 501 51 5138 49 2100 90
735 599 563 656 479 619 289 591 591 543 59 5662 51 3594 116 **State Resist was 52.1%@ 479 intel
680 471 438 632 5 444 100285 267 264 27 5130 472826 79
622 111 208373 155 207 74 34 116 227 184446 28666 45
551 347 356 553 122 463248 83 284 459 41 4168 43 2082 69
658 484 760 720 1757 150 509 638 549 595416 54 2904 134 **StateResist was 11.0%@ 1 intel
545 367 784 749 85 719 139 210 255 316 32 4645 56 2202 134


It takes almost as long to get the formatting right on this as it did to do the testing.


Most of these samples were from Endor and were combined into razor cat skins to help limit skin mods (if there are any).


I hope these numbers help, Dor. If you pm me with your e-mail address, I can send the excell spreadsheet to you. Help keep you from typing in all these numbers..lol.

Message Edited by Aleskander on 05-31-2005 07:41 PM



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
Aleskander
Tue May 31, 2005 6:36 pm
#19

I charted the values from this morning. This is what I found:


Hardiness: Health Seems to be scattered. ie 658 hardiness gives 5416 health while 706 hardiness only gives 5320. Something else is affecting health.



Endurance: Health Regen Rate Stright line. The higher the endurance the higher the health regen.



Fortitude: General Protection (Base Armor) Stright line. The higher the Fortitude, the higher the armor value.



Dexterity: Defense Value Another stright line, but seems to level off at 134 max. 760 and 784 Dex both give 134 def value.



Cleverness: To Hit Value Stright line, the higher the Cleverness, the high the to-hit value.



Power: Min/Max Damage Stright line on min and max damage, the higher the Power, the higher the damage.



Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.* This is another one that jumps around. 64 intel gives 12.2% while 60 intel gives 17.6



Fierceness: Adds a small chance for each attack to be a critical hit. Stright line, the higher the Fierceness the higher the chance for crit hit.



Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save). Stright line, the higher theDependability the higher the chance for crit save.



Courage: Aggro generation bonus added to normal attacks. Stright line with only 1 execption and that might have been my mistake writting it down.





*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
BraccusD
Tue May 31, 2005 8:24 pm
#20


I've also noticed health not being in line with hardiness. I have 4 pets with all exactly the same fortitude:CL45, CL51, CL55, CL75. Here's what I can rule out: not CL, not power, not fierceness, not dependability, not courage, not cleverness,not endurance.


So either fortitude, dexterityor intellect. I'm guessing fortitude as this looks like the best correspondence. Unless it's more complex and it's a number of factors combined.

Message Edited by BraccusD on 08-17-2004 08:53 PM



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
Aleskander
Tue May 31, 2005 10:43 pm
#21






BraccusD wrote:

I've also noticed health not being in line with hardiness. I have 4 pets with all exactly the same fortitude:CL45, CL51, CL55, CL75. Here's what I can rule out: not CL, not power, not fierceness, not dependability, not courage, not cleverness, not dexterity, not endurance.


So either fortitude or intellect. I'm guessing fortitude as this looks like the best correspondence. Unless it's more complex and it's a number of factors combined.






Fort is armor which has a big impact on CL. Intel has an impact, but not nearly as much as Fort.



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
Jhaeryna_Akaele
Wed Jun 01, 2005 12:28 am
#22

Excellent information here. Many thanks from a new Master Bio-Engineer.


I did a run of pets last night, testing to see if I could approximate level from my experiments. I managed to make several level 35s in a row.



Many thanks!







Jhaeryna Akaele - Master Spy/Imperial Inquisition Pilot Ace
Rianeth Hylt'e - Elder Master Underworld Smuggler/Smuggler Alliance Ace
Sierra'Raine DeBussey - Master Engineer

Lasombra's Wake <WAKE>
"I'd rather walk with a friend in the dark than alone in the light."
Visit the Clockwork Nirvana Cantina for Loot, BH Droids, and more!
Ciudad de Lasombra, Rori -6187 2559
Nwabutikae
Wed Jun 01, 2005 3:53 pm
#23

informative post yet confusing to me...



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PlainWhiteSocks
Thu Jun 02, 2005 8:24 am
#24

Dorelli, here's another datapoint for you.

Teplate stats
Hard 847
Fort 702
Dex 742
End 814
Int 230
Clev 740
Dep 290
Cour 289
Fierce 628
Power 538

Pet Stats
CL 65
Health 6640
Regen 62
Armor 4212
Def 138
To Hit 155
State Resist 33.19%
Critical Hit 5.02%
Critical Save 2.32%
Aggro Bonus 7.22%
Damage 95-383


This pet was made with non-elite post CU DNA collected and rafted after publish 19.

Message Edited by PlainWhiteSocks on 06-06-2005 03:57 PM



Corbis
Kauri
Ex-Master Bio-Engineer
BraccusD
Fri Jun 03, 2005 9:04 pm
#25

Ok, I think I've found that dexterity does impact health in a small way. The primary weight is hardiness, secondary is dexterity. Here's the data:


H F D E I C D C F P


CL51: 1149 1452 434 25 285 132 129 262 443 = 8254 health


CL45: 114939 581 425 201 279 117 49 250 363 = 8429 health


CL55: 1149 44 585 439 205 284 127 125 259 459 = 8437 health


CL75: 1149 507 770 739 224 811 728 240 358 567 = 8675 health


So with the above data I see either Fortitude, dex, or intellect being options....then I got the next 2:


CL39: 592 406 365 536 211 360 267 136 210 429 = 4454 health


CL52: 557 277 549 217 182 240 142 145 296 574 = 4462 health


So here, we see even with higher hardiness, the higher dex caused a higher health.


Thus, I think dex plays a part in health.... Not sure what the factor is, maybe we can try to crunch some numbers based off that.




- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
Jhaeryna_Akaele
Sat Jun 04, 2005 7:27 am
#26


I can see, there's no doubt about the fact that stats besides fortitude, power, and hardiness go into play to a very slight degree when determining pet level. I've been working on level 70 pets all morning this morning. If I don't throw any (or very little) experimentation into other areas, it comes out at 69 to 70. If I experiment in these secondary stats too much, I overshoot by as much as 3 CLs.





Jhaeryna Akaele - Master Spy/Imperial Inquisition Pilot Ace
Rianeth Hylt'e - Elder Master Underworld Smuggler/Smuggler Alliance Ace
Sierra'Raine DeBussey - Master Engineer

Lasombra's Wake <WAKE>
"I'd rather walk with a friend in the dark than alone in the light."
Visit the Clockwork Nirvana Cantina for Loot, BH Droids, and more!
Ciudad de Lasombra, Rori -6187 2559
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