Bio Engineer Archive

Thread: Undocumented features.

Sooty
Tue Jan 06, 2004 2:56 pm
#14

Excellent work there Mirrl, your efforts are very much appreciated.


Now I just have to figure out how to automate this in my spreadsheet planner

Armok
Tue Jan 06, 2004 4:50 pm
#15

Ican confirm Mirrl's findings about the effects of combining "special protection", "effectiveness", and "vulnerabilities":



  • Any "special protection" in any slot will over-write "effectiveness" slots, giving the "effectiveness" slots a protection value of 0.

  • Any "vulnerability" will be counted as -100 for that slot. Any negative result after a combine will be counted as a "vulnerability" and will generate a weight of -100 for next generation DNA samples.

  • "special protection" slots are locked at the combine value given by the Sumorex formula. They cannot be experimented higher, and will not shift back to 0 when light armor is achieved.

  • "effectiveness" slots will start at a value of 0.5 * (resist value) if the clone originally had light armor, 0.5*(50) will be added to this value.

  • The maximum protection for an "effectiveness" slot is double the starting value. This can go up via experimentation on the physical slot.

  • Experimenting to achieve light armor will cut these "effectiveness" slots back to 0. Further experimenation may raise them to their actual potential.

  • "effectiveness" slots may be given a small additional boost on combining the final clone. The range of this boost is unknown, but has been reported to vary from 1-7.

  • There may be a special condition when special protection falls below 5%, that it reverts to normal "effectiveness". I've noticed this effect when combining vulnerabilities with special protection in amounts that almost exactly cancel out (+42 and -40). More research is required into this, however.

These are the rules I've been using in my search for the perfect clone, and in the spreadsheet I've worked up to create simulated results without burning DNA.


For those who care, my goal is to produce a clone with 50% results across the board. I've come very close using mutant rancor and mantigrue reaper DNA as my stock, but getting kinetic to stay above 50% is proving challenging.

KillerCRS
Tue Jan 06, 2004 4:58 pm
#16






Armok wrote:

Ican confirm Mirrl's findings about the effects of combining "special protection", "effectiveness", and "vulnerabilities":



  • Any "special protection" in any slot will over-write "effectiveness" slots, giving the "effectiveness" slots a protection value of 0.

  • Any "vulnerability" will be counted as -100 for that slot. Any negative result after a combine will be counted as a "vulnerability" and will generate a weight of -100 for next generation DNA samples.

  • "special protection" slots are locked at the combine value given by the Sumorex formula. They cannot be experimented higher, and will not shift back to 0 when light armor is achieved.

  • "effectiveness" slots will start at a value of 0.5 * (resist value) if the clone originally had light armor, 0.5*(50) will be added to this value.

  • The maximum protection for an "effectiveness" slot is double the starting value. This can go up via experimentation on the physical slot.

  • Experimenting to achieve light armor will cut these "effectiveness" slots back to 0. Further experimenation may raise them to their actual potential.

  • "effectiveness" slots may be given a small additional boost on combining the final clone. The range of this boost is unknown, but has been reported to vary from 1-7.

  • There may be a special condition when special protection falls below 5%, that it reverts to normal "effectiveness". I've noticed this effect when combining vulnerabilities with special protection in amounts that almost exactly cancel out (+42 and -40). More research is required into this, however.

These are the rules I've been using in my search for the perfect clone, and in the spreadsheet I've worked up to create simulated results without burning DNA.


For those who care, my goal is to produce a clone with 50% results across the board. I've come very close using mutant rancor and mantigrue reaper DNA as my stock, but getting kinetic to stay above 50% is proving challenging.




That is exactly what Ive been seeing across the board, from paying with nocious kams and merek death heads with AR1 and 0 and 10% all effectives, to things like merek harvesters with a lot of special protections over the last week.


I'd love to get ahold of your spreadsheet.

Armok
Tue Jan 06, 2004 5:18 pm
#17






KillerCRS wrote:

That is exactly what Ive been seeing across the board, from paying with nocious kams and merek death heads with AR1 and 0 and 10% all effectives, to things like merek harvesters with a lot of special protections over the last week.


I'd love to get ahold of your spreadsheet.







My spreadsheet is pretty rough right now. Currently it only deals with resists using Sumorex's formula, although I try to predict light armor achievability as well.


I also have two theories about CL reduction works with generation and combination:



  • the "to-hit" value is given too much weight. Most of my lower CL clones have great ham and resists, moderate damage, but pretty poor "to-hit" values.

  • crossing the 'light armor' threshold may apply multiples in an advantageous fashion. IE: when a DNA sample loses armor in the initial combine, CL is cut by 50%. When light armor is regained, 50% is added. This appears to be the same, but in fact the CL should be doubled to reverse the CL adjustment.

It's hard to say for certain what is causing wonky CLs, and the fact that CLs are invisible until the final combine makes it more difficult to track.

KillerCRS
Tue Jan 06, 2004 9:56 pm
#18

Sounds about right, in experimenting I seem to be able to amp damage up without raising CL. Ive made sub CL10's with 450 damage. But they all have 2-3000 mnd max, over that and cl goes above 10. Almost like the lowest ham stat determines it, and I chose mind which regulates to hit values so they all come out with .2 to hit.


Health seems to be able to be jacked up with no limit, but ar1 or over about120 int and cleverness and cl goes over 10 for me.


I haven't tested the reverse, making a 500 int/cleverness and <120 fort/hard to see if CL is tied to lowest ham stat.


I've been working mostly on high level creatures since we figured out the protection vs effectiveness stuff, got a nice cl60 gurreck with ar1/60%kin, 40% energy, and other resists in that ballpark.

KillerCRS
Wed Jan 07, 2004 1:36 am
#19

Yeah I have gone to looking first at the special protections to determine what they will lock in at, making sure I will have enough fortitude for ar1, and watching vulnerabilities. Then all other resists experiment up to max available.


We pretty much have figured out that the special protections make the effectiveness get ignored right. But it seems vulnerabilities in a sample competing with special protections are not ignored right?

Mirrl
Wed Jan 07, 2004 1:49 am
#20






KillerCRS wrote:

We pretty much have figured out that the special protections make the effectiveness get ignored right. But it seems vulnerabilities in a sample competing with special protections are not ignored right?




So I have 1 relevant experiment I've done on this is in electricity. I had physique 60% special, prowess 60% special, psychology 80% special, vulnerable in both mental and psychology. The result was 14 resist. If we assume vulnerable counts as a negative special then something in the97-99 range might work. My personnalopinion would be vulnerable is counted as -99 from a wild DNA sample and any combine which gives a negative number will remain a vulnerable. I'd also think that vulnerable counts as a special which would mean that it cannot be offset by effective resist. I'd be very interested to see other peoples results on this. 1 experiment doesn't really prove much of anything.



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