Bio Engineer Archive

Thread: Stable CL10 Pet

LuCha
Wed Aug 03, 2005 3:42 am
#14

I use a modified version of this since my home is on Naboo:
Uller Stoneclaw/spineflap/spineflap/spineflap/spineflap

All wild spineflaps are lvl12 and i don't really care what type I grab. They are all the same as long as the level is the same (+/-)

It seems to work out 95% of the time as long as you watch the hardiness and the power. 460ish & 150ish if I remember right.

Message Edited by LuCha on 08-03-2005 03:45 AM



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Nueanda
Wed Aug 03, 2005 10:05 am
#15

I am starting to worry less about how many points i put into the stats, and pay more attention to the resulting number of each experimentation point. For example, I make quite a few Non-CH mounts... (I've found that I prefer Mr. Desert's recipe for the CL 10 dewback...) Anyway, when I'm making the DNA template, I focus on the hardiness number, and I have found that a resulting number of 400-419 will give me a CL 10 dewback EVERYTIME. The health is somewhere between 2700-3300 respectively... It's so exact, that I know if I get a 399 on health, it will be a CL 9, and a 420 will result in a CL 11.


So, my bit of advice, whatever recipe you use, if you target your hardiness number to fall between that 19 point span, you will get a CL 10 everytime...


Now, my next goal is to see if that point span holds true for other CLs, I've seen that the numbers are different for Power, where a score of 400 hits around CL 20s...


Hope this helps...




Major Abish Woundhealer Md.
Elder Combat Medic

Jochebed Woundhealer
Master of all things Entertaining

"I am not just a support profession.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master Combat Medic. Run for your life!"
Dorelli
Wed Aug 03, 2005 11:45 am
#16


Nue - this would be infinitely useful if you could post the power stats too please? They can vary a bit even in combat level 10's and if they go too high then you have to bring down the hardiness accordingly.


Thanks,
dor




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

Kaomond
Wed Aug 03, 2005 12:10 pm
#17


Wild grizzled Dewbacks are CL19 and womprats are4 i think, i will double check tonight but any other levels of these creatures are not wild

Message Edited by Kaomond on 08-03-2005 01:26 PM

Message Edited by Kaomond on 08-04-2005 07:37 PM




Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
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Bultako
Wed Aug 03, 2005 12:14 pm
#18

I used womp rats and uller's (both random spawn) but gor a sample from dewbacks (lvl 28, mission). i experiment usually 7 or 8 points, just checking to get hardiness close to 460, 463 is the max i have got before the pet goes to lvl 11



thanx for the recipe btw





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Kaomond
Wed Aug 03, 2005 12:22 pm
#19






Bultako wrote:

I used womp rats and uller's (both random spawn) but gor a sample from dewbacks (lvl 28, mission). i experiment usually 7 or 8 points, just checking to get hardiness close to 460, 463 is the max i have got before the pet goes to lvl 11



thanx for the recipe btw






Cool thanks for the update on this, yes it seems that most creatures that are slight variations of other creatures will have similar stats, and if they're higher level it is usually the hardiness/fortitude that is higher, and most of the stats stay within a range similar to their type, i may be totally off the track with this, but i will have a large sampling session this week and take a look.





Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



Mighty-Quiin
Wed Aug 03, 2005 2:08 pm
#20

Good work on these...Hopefully can get back in the lab soon..


Taking a 2wk vacation from the game



Mighty-Quiin
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sirvivalist
Wed Aug 03, 2005 5:46 pm
#21

I was kicking around on kashyyyk and came up with this simple recipe for CL10 dewbacks at roughly 2.6-2.8k health.


slots1-2 Kashyyyk bantha


slots 3-5 Ro-roo


7 points into physique


1 point into aggression



Since non-CH pets have downsides for use in combat, this should be perfectly adequate for mount making. The upside is that you only need to sample 2 mobs and they are both within spitting distance of the starport.


Caveat: I have not grown these out yet to be sure they remain CL10, but no stats seem out of order at first glance.


Nueanda
Wed Aug 03, 2005 7:22 pm
#22


Here is Mr. Desert's Non-CH (CL 10) Dewback mount recipe...



DL 10 Pets - Can be used by anyone not just a creature handler.


Slot 1 - Uller Stoneclaw - Found on Kash in the normal area so no need for hunting grounds etc if you dont have pilot.


Slot 2 - Trash DNA (level 2 ish** creatures outside Theed, Coronet etc - Nunas, butterfly drones etc etc)


Slot 3 - Trash DNA


Slot 4 - Trash DNA


Slot 5 - Trash DNA



Here are4 Templates that have all produced CL 10 Dewback mounts ranging from 2700-3300 Health...

Template #1 - Hard 411, Power 93.

Template #2 - Hard 410, Power 94

Template #3 - Hard 405, Power 96

Template #4 - Hard 419, Power 95


I just experiment the hardiness until the number is between 400-419 and then that's it.

Now this seemed to hold true when I was dabbling with a recipe to make a CL 21 pet. I used the following recipe:





JeffroILLUMI LVL 20 Razor Cat

5 Samples level 32 Pickets; Hits for 249.



Template #1 - Hard 322 Power 221 Result was a CL 11, Health 2474, Dam 32-198

Template #2 - Hard 329 Power 407 Result was a CL 25, Health 2522, Dam 68-302

Template #3 - Hard 486 Power 224 Result was a CL 15, Health 3563, Dam 32-198


As you guys already know, and have commented much on, the power really has a big effect on the CL outcome, and I haven't been able to figure out what numbers from power will result in what stable CLs... especially when taken into account with the Hardiness number... If I were smarter (I got a bachelor's in Antropology and a master's in Education, so you can tell, Math is something I try to run away from) I would be able to figure that all out.


I am hoping that someone will soon put a table together that can show a rock solid, "If the Hardiness is between these numbers and the Power is between these numbers you will always get a CL...."


That would be most helpful!



Major Abish Woundhealer Md.
Elder Combat Medic

Jochebed Woundhealer
Master of all things Entertaining

"I am not just a support profession.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master Combat Medic. Run for your life!"
Aerontako_Shretalon
Wed Aug 03, 2005 10:09 pm
#23

Dunno if I was doing this right or the long way, but I needed to make several CL23's with high health and use the GENERATION meathod with pure Uller Stoneclaw DNA. After about the 2nd or 3rd generation, I came out with some CL20-24, all with over 6K health. The CL24 came out with 7K health.


Oddly enough, the higher health caused a lower DAMAGE level, even on the higher levels. The CL20, which had the lowest health of the 3 I made, had the highest attack.

Dorelli
Wed Aug 03, 2005 11:42 pm
#24

Nuenda - I'm working on a simple point-based schema to 'make a level 10 out of anything' but it's going a bit slowly .... I'll let you (all) know when it's done unless someone else posts something else more useful first causing me to abandon the effort


Dor






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

Dorelli
Wed Aug 03, 2005 11:59 pm
#25






Aerontako_Shretalon wrote:

Dunno if I was doing this right or the long way, but I needed to make several CL23's with high health and use the GENERATION meathod with pure Uller Stoneclaw DNA. After about the 2nd or 3rd generation, I came out with some CL20-24, all with over 6K health. The CL24 came out with 7K health.


Oddly enough, the higher health caused a lower DAMAGE level, even on the higher levels. The CL20, which had the lowest health of the 3 I made, had the highest attack.







CL = an equation based on a nice curve that looks a bit like a parabola (but I fitted a 3rd power eqn. to make it fit just a wee bit better) ...


The line to describe CL - is based on an index. Index = (stat1 * weight forstat1) + (stat2 * weight for stat2) ... etc. for all 10 stats of the DNA.


Take all the data you have, andplot the above index on a spreadsheet against the combat level that resulted when you put that templateinto a skin. Then start playing with the weightings. You will be able to see the curve fitting - or not fitting - depending on how you set them. This is the part that takes hours.


When you have done that - you end up with a set of weightings for each stat that pleases you .... in my case:


weighting for hardiness = 9
weighting for power = 30


lets assume you want a combat level of 70 and that the index to get it is 315 (you know this because you read it from the graph).


lets assume all the other values of the stats are 0 to make the calculation easier. Index isarbitrarilly divided by 100 to get a nice number so ... here we go:


set hardiness = 1149


power = (315 *(100)* 30) / 1149 = 822


set power = 1149


hardiness = (315 * (100) * 9) / 1149 = 246


ie. assuming all else is 0 ...


power = 822 : hardiness = 1149
power = 1149 : hardiness = 246


Of course you would never really get a template that was 0 in all the other stats, but this illustration is simply to show that, yes indeed, if you have higher power you result in lower health and vice versa. It also points out that high damage comes at a HUGE cost.


actually .. you can EASILY calculate the theroretical max of health with max damage = 499 - except I can't do it now b/c I don't have the max damage formula to hand .


Dor





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

DiggyNO
Thu Aug 04, 2005 4:17 am
#26

OMG and here I am trying to top CL7... you haven't heard the last of me! haha



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