Bio Engineer Archive

Thread: There are 20 stats on a DNA template yet only 2 matters....

Spazzers
Mon Jan 05, 2004 10:11 am
#14

Combine arachne warrior and blurrg DNA. If you experiment on the fortitude you'll get a nice animal with light armor, good resists and strong poison.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
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Stuckey99
Mon Jan 05, 2004 12:06 pm
#15

It sounds to me like you are annoyed with CH's for not requesting something other than what they need just to make things more interesting to you. Look around next time you are playing the game at what people are doing,and what they need pets for.Tanking,taking damage,and against creature npcs this is usually kinetic.Why would they ask you for a pet with high acid resistance if they are using it to fight other creatures?


I agree with you, though, just saying it's not CH's fault that they all ask you for the same thing, and it's not CH's fault there are only a few mobs out there to sample to hit the 60 kinetic cap. That's my master CH side defending CH's,but my BE side agrees with you that only having a few good mobs to sample gets very boring already.


My best pets are my level 51 all frenzied graul dna beasts.I havn't been able to make anything higher,and the stats on the over cl 60 pets I have seen aren't as good as my frenzied pets.


I hope they add new cl55-75 mobs for us to sample pretty soon.They told us CH's before the patch we would have cl 50-70 pets both wild and be made that would make us want just one of them as compared to 2 or 3 gsps.But it seems they made wild babies too rare,and the mobs needed to make a creature over 50 too rare or hard to get samples of, not to mention none seem to have the stats and resists of lowere creatures.So even if you sample mutant rancors and make a cl 65 pet, he still has only 30 kinetic resist.


For me anyway the patch is backward.My low level pets are better than I expected and high level ones not as good.I think 65+ with 60 kinetic armor and all the rest should be doable.Maybe only by a master,and maybe not real easy, but doable.


While I think it is absurd to make a moral issue out of anything in a video game,I would rather read about people making a cl65+ killer stat durni than a cl2 10k ham kimo


Zaket
Mon Jan 05, 2004 12:20 pm
#16






Scorus wrote:
I've tried to find the best specials but most of the CHs have told me that their pets don't do specials very often since the new rules came in so they don't care about them.




I think you'll see an increased interest in specials once the CH commands that are supposed to trigger them actually work. Once they're working, one special I think you can count on being in high demand is Strong Poison, another good combo would be dizzy/knockdown (no surprise there).



----------------------------------
Clerista Iewie
Master Shipwright
Scorus
Mon Jan 05, 2004 12:35 pm
#17

I think two things are to be blamed here. The first is having a combat system which doesn't give points for variety. If the system was such that a CH would be better off with X at one time and Y at another, or if a good argument could be made for different styles then we'd have more variety in creatures needed.

That said, I think the combat system IS a little more intricate than most players (not just CHs) give it credit for and if they would experiment a little more instead of just zerging with what everyone says is the best then they might find that out and have a lot more fun.

I used to holo hunt on Dantooine and I would see everyone running around with huge Grauls, solely because of the resists. Then I saw this one CH come in with two smaller creatures that each contributed gross specials, he soloed big FS's faster than any 2-3 CHs with Grauls ever did and never took a single point of damage in the several fights I watched, always just sitting next to his pets healing them while they poisoned and bled the target to death. But when I told CHs on the boards that they shouted me down and said that the only thing that was important was the HAM and kinetic resist...



Scorus
camembertman
Tue Jan 06, 2004 8:35 am
#18

I'm bumping this post cuz I think it could help balance the game.

What's the point to have a code involving 10 types of damage if 99% of the fight ends up using 1 type, kinectics?

What if we said rancors claws burns people, sharnaff hit would be acid, nightsisters using electricity or whatever like that?

Maybe the armorsmith would sell more and more differents armor, same for the weaponsmith, maybe CH would actually use there 20 pets for another purpose than collection, no ch pets would be realy useless cuz no ch can only get 2 but you can't get 2 pets covering all the resists ( let's say bugged pets doesn't exists), BE wouldn't be limited to sample 10 mobs out of 500 etc....

All in all, it would makes the game harder, funnier, and somewhat more tactics.

The code is here, why not use it?
Stuckey99
Tue Jan 06, 2004 9:39 am
#19

I agree, some creatures could have special attacks that do heat, acid,etc.but their regular would still be kinetic.That would be good as a ch too, if you could control those pet specials.This way kinetic is still important,but you would need to actually care about the other resists other than pvp.


And it would be mob specific,people would say"hey, can you make me a high acid resist pet to fight those nasty acid shooting spiders"


Also, I believe if all people look at is ham, kinetic and armor,the code looks at all 20 factors in computing combat levels.Thats how you can get a pet that looks 5 levels below a wild with same ham and kinetic.


The code doesn't know that you only care about 2 stats, and could care less if it it vulnerable to 3 things and has low to hit and damage.


I made 2 pets the other day, 1 cl 32 8k ham 480 dam. the other cl 36 8k ham 480 damage. the exact same right?When I looked close the only real difference was to hit. the cl 32 had a .39 and the cl 36 had a .44


So this is probably a factor in the game's determining combat level.But of course, if a ch only looks at ham and kinetic,and they are both the same, of course he will pick the cl 32 because he can have 2.


Also, while people always say be are better than wild, to hit is one stat I have noticed where wild is almost always better.My level 50 all frenzied graul dna pets have ar1 60 kin 10k ham 540 damage .same ham and damage as a level 50 wild rancor right, double the kinetic of a rancor,but a rancor's to hit is .5 and my pets is only .44


I made a level 41 angler just last night,2 frenzied,1 ancient, 1 death head, and 1 blood soaked merek king (hard to find ).his stats are good as compared to a level 40ish wild.only 8k ham,armor 45 kinetic 500 damage.same kinetic and armor of a del merek avenger, less ham than the avenger,more damage, and less to hit.the avenger is .44 i think(deleted mine) and my cl 41 angler is only .4


A gaping spiderrecluse is cl 44,10k ham ar1, 30 kinetic .46 to hit and 490 damage with strong poison.My new angler is cl 41,ar1 8k ham, 45 kinetic .4 to hit and 500 damage with strong poison too.So, which is better?Both have ar1.Is the angler better because he has higher kinetic?Isthe recluse better because he has more ham?

Galacium
Tue Jan 06, 2004 9:45 am
#20

You know, as a CH I posted here chalenging and asking BE's to tell me what kind of Offensive pets they could make. I wanted to know the max damage you could come up with for a master CH.



I got 0 responces after bumping a couple times and trying to make it as interesting as possible. Everyone just kept posting about how much HAM they could get on a Non-CH pet. I don't think the CHs are the only problem.



Finaly I found some BEs on my server (who arn't much into these boards) that would take up my challenge. I hired two of them, one to make "Bugged" pets and one to make non "Bugged" pets (its pretty easy to tell the difference if you read these forums a lot). Havn't gotten the non bugged ones yet, but I got my team of uber pets, and realy thats the one I was most excited about. I asked for damage first, defense second. Here is what I got


3 cats (2 Gurrek one Narglatch) cl22 cl23 and cl23


HAM in the 7.5-9.2 range varying


45-46% resists across the board


To hit .44


Spd 2.14


Damage 560 max on two of them 590 max on one


Specials Strong poison / Strong disease on all but one which dosn't have the poison (we tried for other specials but damage plumeted)



So for the team the damage is 1710. Not bad. In practice each pet doles out around 430 to your average MOB. Thats much better than any wild pet. Together they do damage comperable to an AT-ST or other high level MOB. They tank decently due to the resists but the lack of armor keeps them from being true tanks. Still against many MOB their damage makes up for it, especialy 3 on 1 situations. Their speed is a bit lower than typical pets but their to hit is better than most, so it seems to wash out there.



No doubt these guys will fall prey to the nerf that's bound to fall on all those uber non-ch pets, but for the moment I'm enjoying them, and they don't realy feel all that broken to me compared to what other master combat classes can acheive.




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Luke-Longwalker
Wed Jan 07, 2004 1:09 am
#21






neinnunb wrote:

Merek Harvestors is what I get to make high kinetic pets.. pets made with that DNA outsell 10 to 1.




I've seen people in other posts raving about Merek Harvestors. But fortitude is so low on these, how do you get light armour on them?
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