Bio Engineer Archive
Thread: how do you make the armor stick to the creature?
In theory, at least mine... If you had both stats at 750+ that "may" be enough to get it to medium armor, it is a theory, and one that would be nice to test, (CL doesn't matter for now, I'd just like to see if it is possible). If that isn't it, maybe 1000 is the magic number, it looks if there were a few generations that it may be possible to do.
What I would give to be a BE *sigh*.
I got armor to pop as soon as hardiness and fortitude went over 500
Then while experimenting on mental, I had a failure and fortitude dropped to 435. Guess what, my armor dropped too ![]()
The above tests do seem to be on the right track. Good work ![]()
Did it again. As soon as fortitude hit 500. Light armor popped. I useed armor dna in all five slots for both tests.
This time I had no failures !!!!!! ![]()
A cl44 kimo with 11k ham 26% kinetic and light armor.
Honnor, any chance you could redo the http://members.cox.net/gammelt/dna7.htmexperiment, butuse spider DNA where theInt/Cleverness add up to higher than the Surefoots Dep/Courage in the Pych slot?
As it is, the spider DNA base pair adds up to 941, while the Surefoots adds up to 1029. Maybe if the Spider Mental pairs (Int/Cle) added up to 1000+ and the Surefoots added up to <1000 the Med Poison would "win"?
I wonder if CS beat out MP because the base pairs for that slot added up to a higher number or because Ranged was used from that slot so the SA was ignored?
Maybe base pairs for a given slot (Dex/End for Prowess say) need to add up to higher than the base pairs for another slot for that SA to come through??