Bio Engineer Archive
Thread: Stable CL10 Pet
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
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
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
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.
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
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.
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.
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
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