Bio Engineer Archive

Thread: Post-CU VD Level 10 Recipe

Dorelli
Sun May 01, 2005 5:00 am
#14

ARRRRRRRRRRRRRRRGGGGGGGG!!!!!


(/agree)






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

GadonThek
Sun May 01, 2005 11:16 am
#15



SioBabble wrote:


ArthurDentOnBria wrote:
One problem I see with coming up with a post-cu "recipe" is the variability of creatures. For example, if you go out with a group to hunt humbabas, and your group level is say 70, the humbabas that you get from that mission are going to be very close to level 70. Then if you run out later solo, and get a humbaba mission, and you are level 20, the humbabas that you see will also be level 20. I assume the stats change proportional to the level, although I've not verified that. It may make getting consistent results tricky.



This is one of the reasons the CU blows bantha chunks. Creatures are no longer unique. They are "angry bags" to be filled with the code for attacking the level of the players. They are no longer virtual creatures.

This is the gravest sin of the CU in my opinon. It's why my accounts will not be renewed when they expire.






So technically, the actual creature doesnt matter anymore, just the level of the DNA? So you could use that same recipe with any CL47 and yard trash DNA and produce similar results? Interesting, if a little dull.
Dorelli
Mon May 02, 2005 12:46 am
#16

The resists seem to matter to the final level as before.



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

SioBabble
Mon May 02, 2005 2:44 am
#17

I have a bunch of pre CU DNA templates with VD receipe variants laying around, and I made a bantha yesterday.


Before the CU, the template would consistently render a level 10 critter with 4kmore or less (usually more)H


Now it's redering a level 8 critter with 4k more or less H.


Haven't sampled any critters post CU yet, still using my pre CU DNA when I do craft a pet...been spending most of my time with stims, they're in demand by the guildies and allies.


BTW, do you know that rancor bile has been rendered obsolete, with a single exception: stimpacks. All the enhancers require a minimum of 7 identical serial number components. I've never seen any lot of rancor bile greater than six identical serial numbers.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Spazzers
Mon May 02, 2005 8:36 am
#18






Dorelli wrote:
The resists seem to matter to the final level as before.





I'm not sure this is entirely correct. I used juvenile krayt DNA and combined it with huurton DNA. I came out with a CL10 that had resists across the board. It didn't have all the vulnerabilities that we are used to seeing in pre-curb pets.


I took blurrg DNA and mixed it with huurton and got almost the exact same stats in a CL10. Pets have become pretty generic it would seem. It could be that you find a recipe that is easy for you to get DNA for and craft generic animals that compare with all the other generic animals being crafted, regardless of the recipe.




Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
rahbert
Mon May 02, 2005 8:39 am
#19

Thanks for sharing that.... every sample I've come across so far has made me cry and close to respec'ing out of BE

Dorelli
Mon May 02, 2005 8:49 am
#20






Spazzers wrote:






Dorelli wrote:
The resists seem to matter to the final level as before.





I'm not sure this is entirely correct. I used juvenile krayt DNA and combined it with huurton DNA. I came out with a CL10 that had resists across the board. It didn't have all the vulnerabilities that we are used to seeing in pre-curb pets.


I took blurrg DNA and mixed it with huurton and got almost the exact same stats in a CL10. Pets have become pretty generic it would seem. It could be that you find a recipe that is easy for you to get DNA for and craft generic animals that compare with all the other generic animals being crafted, regardless of the recipe.






Here is why I said that:


I chose 3 pairs of DNA with similar stats in everything but with different resistances. I mixed them like this:


xx-yt-xx-yt-yt (where yt was actually scyk or cupa or similar)


I put all 3 into razor cat skins. One pair gave a level 10, one gave a level 11, one gave a level 15. I did the same experimentation on all of them. Naturally I have lost my notes on these. I will try to repeat and repost.


You may very well be right tho. I'll do this again and see what I get.


-- Dor





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

Spazzers
Mon May 02, 2005 8:52 am
#21

Was everything the same except for the resists, such as the amount of damage?



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Dorelli
Mon May 02, 2005 9:03 am
#22

Do I get to retract my original statement that the resists matter and also my experiment. I did not take notes on it and would like to declare it invalid until I repeat it. I just had a look at the level 11 and level 15 pet deeds and they don't look similar so now I don't know if i really did the experiment or just planned on doing it. It was very late last night.


So - let's go with the resists don't matter for now.


-- Dor




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

Dorelli
Mon May 02, 2005 9:48 am
#23


OK - I've been able to carry out the aboveexperiment (with notes this time) and my conclusion is that the resists do matter.


I did the experiment to make 2 gnorts (because I didn't want to be constrained by skin level).


Gnort 1health 2886 action 283 mind 803 damage 59 - 275 attack 2.05

Gnort 2 health2886action 247 mind 768 damage 56 - 268 attack 2.06


I made the templates so that they were all within a few points of the corresponding template in every number except the resists:


Gnort 1 45 vuln 45 vuln vuln vuln vuln vuln

Gnort 222 25 vuln 45 vuln 4545vuln


Gnort 1 was level 2

Gnort 2 was level 12


Dor

Message Edited by Dorelli on 05-02-2005 09:52 AM



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

Dorelli
Mon May 02, 2005 10:05 am
#24

Except of course .. they don't really - if you are making anything higher than a level 10 (ish)probaby. Probably the skin is taking over a lot b/c we cannot really get the health and power high enough (and the resists) to push it over a 'bog-standard' level x skin.


It shows in the gnort b/c it is such a low level


-- Dorelli






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

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