Bio Engineer Archive
Thread: www.swgcreatures.com DNA Laboratory
GMANHNC wrote:
Very nice, is there a way we can help by supplying sample info?
Most definately! You have been able to submit DNA samples for several months now, but sadly after the initial rush for entry, there hasn't been a ton of samples added. We're up to about 1600 samples from 400 different creatures. It would help immensely if more people would add samples.
The DNA entry page is here: http://www.swgcreatures.com/adddnasample.asp
You have to be registered to enter data. Reason for requiring registration is to curb erroneous and intentinally wrong data.
Woohoo !
and you even give me credits for the initial code ![]()
thanks for having implemented the link with database so fast
For those who asked,
formulas used are those from sumorex (from this guide: http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=53301)
and mirrl (here: http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=55097)
and also official guide:http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Bio%20Engineer
Here they are :
Quality :
0 Poor
1 Below Average
2 Average
3 Above Average
4 High
5 Very High
maximum and initial quality : average of the 5 slots rounded down
MAXIMUM Stats :
Hardiness = Physique.hardiness*0.4+Prowess.hardiness*0.25+Mental.hardiness*0.05+Psychology.hardiness*0.05+Aggressiveness.hardiness*0.25
Fortitude = ...*0.4+...*0.25+...*0.05+...*0.05+...*0.25
Dexterity = ...*0.25+...*0.42+...*0.17+...*0.085+...*0.075
Endurance = ...*0.25+...*0.42+...*0.17+...*0.085+...*0.075
Intellect = ...*0.05+...*0.1+...*0.5+...*0.3+...*0.05
Cleverness = ...*0.05+...*0.1+...*0.5+...*0.3+...*0.05
Dependability = ...*0.09+...*0.05+...*0.26+...*0.43+...*0.17
Courage = ...*0.09+...*0.05+...*0.26+...*0.43+...*0.17
Fierceness = ...*0.17+...*0.16+...*0.085+...*0.165+...*0.42
Power = ...*0.17+...*0.16+...*0.085+...*0.165+...*0.42
Armor = 'light' if (fortitude>=500), 'none' else
Resists
vulnerable act as a -99 special resist
if there is a special resist in one of the slot, all effective resist value are overridden with 0
kinetic and energy can't go over 60
all other can't go over 100
kinetic resist = ...*0.4+...*0.25+...*0.05+...*0.05+...*0.25
energy resist = ...*0.4+...*0.25+...*0.05+...*0.05+...*0.25
blast resist = ...*0.4+...*0.25+...*0.05+...*0.05+...*0.25
heat resist = ...*0.4+...*0.25+...*0.05+...*0.05+...*0.25
cold resist = ...*0.4+...*0.25+...*0.05+...*0.05+...*0.25
electricity resist = ...*0.4+...*0.25+...*0.05+...*0.05+...*0.25
acid resist = ...*0.4+...*0.25+...*0.05+...*0.05+...*0.25
stun resist = ...*0.4+...*0.25+...*0.05+...*0.05+...*0.25
attack = 2.5-(courage rounded up to next 10)/1000
to hit = 0.19+cleverness/1500
lower damage = power*0.8 round up to the next multiple of 10
upper damage = lower damage+10
INITIAL Stats :
initial = maximum * ((maximum/1000) + 0.15)
initial resist = maximum resist if one is special, otherwise no known formula (this explain the "???")
attack = 2.5-(courage rounded up to next 10)/1000
to hit = 0.19+cleverness/1500
lower damage = power*0.8 round up to the next multiple of 10
upper damage = lower damage+10
if you want an insight look at formulas and are not afraid by crappy javascript code, just check the source of this page
http://vvedge.free.fr/swg/laboratory.html (maybe this link won't last long since I now can use the form on swgcreatures
)
but please use the form on swgcreatures and ADD DNA SAMPLE to the database ![]()
I was bored by entering all values one by one and swgcreatures is just the right database to help keeping this easy with average DNA value, but this will only be true if everybody help adding DNA values
Then all I want to add is 'Thanks' to sumorex and mirrl (for sharing the formula they found), to Juntao for maintaining such a great site for all our creatures needs and also to all other BE that are helping the community with their experiments and thoughts.
droid327 wrote:
Merek Harv/Merek Harv/Bolle Bol Stomper/Merek Assassin/Merek Assassin
it actually should give 63%ish since MH are 75% kinetic, but this is over cap of course; that couldbe what the script is having a problem with
Also, on a user interface note, it might be better to have an "update" button rather than having the page auto-update every time you select a sample. It'd be easier to select all 5 samples then update rather than letting the page reload for every sample. Also, it'd let you navigate the pull-down menus with the keyboard without it automatically jumping to the first one you highlight =)
Ah, thanks! I did make a couple of adjustments of places I was overlooking. It did seem to fix at least this combination. Hopefully others as well.
I agree with you on the interface change and have changed the way that all works. You now have to hit the Update Info button before it will update to the changed creatures/qualities.
It appears my provider is having some DNS issues this afternoon so the site appearsto be up and down more than usual =/
Another special thanks to vvvedge, as this wouldn't have come together without his initial work on code.
JuntaoTakor wrote:
The formulas could very well be off. What is your combination that always gives you 60 KR?
Merek Harv/Merek Harv/Bolle Bol Stomper/Merek Assassin/Merek Assassin
it actually should give 63%ish since MH are 75% kinetic, but this is over cap of course; that couldbe what the script is having a problem with
Also, on a user interface note, it might be better to have an "update" button rather than having the page auto-update every time you select a sample. It'd be easier to select all 5 samples then update rather than letting the page reload for every sample. Also, it'd let you navigate the pull-down menus with the keyboard without it automatically jumping to the first one you highlight =)
SWGCreatures never ceases to amaze me.
Message Edited by Albion_DeCrappa on 05-28-2004 09:30 AM
Initial are what you can expect without experimentation
Maximum are the maximum you can experiment the stats up to
I am sorry, I meant with thecalculations given by the guide.
JuntaoTakor wrote:
droid327 wrote:
one more note =)
vulnerabilities should be automatically set to "special protection" status, since they're calculated as a special protection of -99, not an effectiveness, IIRC...
This is taken in to account when the calculations are made. Vulns (as long as they are marked with -99 or V) are treated as such already!
droid327 wrote:
one more note =)
vulnerabilities should be automatically set to "special protection" status, since they're calculated as a special protection of -99, not an effectiveness, IIRC...
This is taken in to account when the calculations are made. Vulns (as long as they are marked with -99 or V) are treated as such already!