Bio Engineer Archive

Thread: CL Mysteries: More info needed.

NancyJ
Thu Sep 09, 2004 5:22 am
#14

VD = voritor dasher HP = huurton pup




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Joilhath
Thu Sep 09, 2004 6:17 am
#15

Hmm that could be a bit difficult as some have more than one meaning MR comes to mind most commonly used for Mutant Rancor but is also used for Mantigrue Reaper



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Zadokk
Thu Sep 09, 2004 6:21 am
#16






Joilhath wrote:

Hmm that could be a bit difficult as some have more than one meaning MR comes to mind most commonly used for Mutant Rancor but is also used for Mantigrue Reaper






nah, when you say MR I would think 9/10 BEs would say Mutant Rancor. But yeah I agree that it could get confusing but this is exactly why we need a uniformed glossary where people can refer too.
Novock
Thu Sep 09, 2004 7:47 am
#17

Hmmm maybe I'm crazy but I always thought expeirmentation on psychological lowers the CL or atleast it does for me. Create a pet with your VD VD HP HP HP recipe and get your base CL then create the same recipe maxing out the psychological bar and expirementing on nothing else. I tend to get a lower CL that way. I never new it to be an anomoly but I thought it was a stat directly linked to the psychological slot that could be expirmented as any other. Thats why I often use greater plain hunter DNA for the slot as it has 1000 to intellect, but maybe I missed something along the way as I don't tend to log and record and calculate like many in the forums. Anyway my 2 cents.



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Zadokk
Thu Sep 09, 2004 12:19 pm
#18






NancyJ wrote:
Okie dokie, I'm off data gathering again.

It was mentioned in a thread recently that experimenting on a combine actually lowered the CL, which is something I too have experienced but never really paid much attention to it and tbh until now I'd forgotten about it.

So what I need from you all is, if you've noticed this phenomenon, what the combine was, and what experimentation combinations created a lower CL than the 'combine' CL.





yeah, i said that. it happens because, as we all know, a staggered HAM lowers the CL level while a balanced one raises it. Try this on the 'guranteed cl10' recipe in the FAQ. Get VD-VD-HP-HP-HP and no experimentation and you get something around cl15, experiment with 2 points on physique and 1 on prowess and you get something that is around cl10. I'm not sure why this happens but this seems to be the product of the devs rather than a bug because of its constant reaccurance.
furrycat
Sat Sep 11, 2004 10:38 am
#19

I took king merek harvester (KMH), rancor youth (RY), giant crystal snake (GCS), and dewback (D), and made six combines viz: KMH/RY/GCS/D/RY. No reason for choosing these other than I had a lot of samples lying around.

The results were very interesting.

By a stroke of fortune, all six assemblies were the same: great success. Furthermore, each time I experimented on the templates I got great success. A useful bit of consistency.

First template was the control. I did not experiment on it at all. The template was used to make creature 861hou77: level 24, 7930/6404/5363 HAM, 230-240 damage at 2.15, to hit of 0.28 and some resists.

On the next template I fully experimented aggression. Creature cj1o2v3n had damage 360-370 at level 26. The other stats were not significantly altered.

Next I fully experimented psychological. Creature d7qrquna had its attack speed increased to 1.98 with no other stats altered. Like the control, it came out at level 24.

On to mental. Creature miec1vjg saw its mind leap to 7948 and came out at level 28.

Prowess. Creature viiv1vje had an action of 8432. The other stats closely matched the control and this creature's level was also 24.

The results for physique was the most noticeable. Creature 3qs70vn9 got 9940/6386/6170 HAM; higher than the control in all but action (18 less). Yet this creature was level 21.

I had enough samples left for one more combine so I decided to see if I could keep the level constant for improved damage by experimenting physique and aggression. As before the initial combine and aggression experiments were all great successes. When experimenting physique I wasn't so lucky. The first experiment was a failure, lowering fortitude to 38 from 225 and decreasing fierceness to 275 from 345 (but still higher than its initial value of 171). Subsequent experiments were great successes and I was finally able to max physique with hardiness and fortitude attaining values very close to those predicted by the formula in the FAQ. Creature hvr2bv7a came out with much better health and damage than the control but with no increase in level.

With more samples to hand I would have investigated physique, psychological and aggression experiments. Unfortunately I ran out of king merek harvesters and dewbacks...

It would be rash to jump to conclusions from one experiment but this does back up something most of us understand anecdotally: stagger your HAM to keep the level down and don't be shy of bumping psychological for more DPS.




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Zadokk
Sat Sep 11, 2004 10:46 am
#20






furrycat wrote:
I took king merek harvester (KMH), rancor youth (RY), giant crystal snake (GCS), and dewback (D), and made six combines viz: KMH/RY/GCS/D/RY. No reason for choosing these other than I had a lot of samples lying around.

The results were very interesting.

By a stroke of fortune, all six assemblies were the same: great success. Furthermore, each time I experimented on the templates I got great success. A useful bit of consistency.

First template was the control. I did not experiment on it at all. The template was used to make creature 861hou77: level 24, 7930/6404/5363 HAM, 230-240 damage at 2.15, to hit of 0.28 and some resists.

On the next template I fully experimented aggression. Creature cj1o2v3n had damage 360-370 at level 26. The other stats were not significantly altered.

Next I fully experimented psychological. Creature d7qrquna had its attack speed increased to 1.98 with no other stats altered. Like the control, it came out at level 24.

On to mental. Creature miec1vjg saw its mind leap to 7948 and came out at level 28.

Prowess. Creature viiv1vje had an action of 8432. The other stats closely matched the control and this creature's level was also 24.

The results for physique was the most noticeable. Creature 3qs70vn9 got 9940/6386/6170 HAM; higher than the control in all but action (18 less). Yet this creature was level 21.

I had enough samples left for one more combine so I decided to see if I could keep the level constant for improved damage by experimenting physique and aggression. As before the initial combine and aggression experiments were all great successes. When experimenting physique I wasn't so lucky. The first experiment was a failure, lowering fortitude to 38 from 225 and decreasing fierceness to 275 from 345 (but still higher than its initial value of 171). Subsequent experiments were great successes and I was finally able to max physique with hardiness and fortitude attaining values very close to those predicted by the formula in the FAQ. Creature hvr2bv7a came out with much better health and damage than the control but with no increase in level.

With more samples to hand I would have investigated physique, psychological and aggression experiments. Unfortunately I ran out of king merek harvesters and dewbacks...

It would be rash to jump to conclusions from one experiment but this does back up something most of us understand anecdotally: stagger your HAM to keep the level down and don't be shy of bumping psychological for more DPS.




Nice work, 5 stars.


Very interesting results and just as I had thought, staggering the HAM does lower the CL when really it should raise it. Good info on the DPS too, I was always scared to experiment on that when making low level pets because I thought it might raise it but now I know that it makesno difference .

Inkanissen
Sat Sep 11, 2004 7:23 pm
#21

I have never had experimentation lower CL, but I had another odd thing happen: Mind increase over generations (health and action dropped as I would expect). That is make a first gen, resample and make more generations. I did cheat a bit and used some e.g. 2nd gen with a 3rd gen in damage slot to lower CL a bit more as damage drops, just experimenting on the HAMs and a bit in psy. 1st gen was a bit less than 6k mind, I ended up with some 6.7k-7k+ mind clones in some higher generation. Yes, I made four such creatures using about same procedure - as much as it allows with clones popping and just using the DNA I could get from them.
shargus
Sat Sep 11, 2004 10:32 pm
#22



I was able to recreate the event you are describing where not experimenting causes the final creature level to be higher than if you experimented. In this case not experimenting resulted in a level 14 creature, while experimenting resulted in a lvl 9.


I started out bycollecting DNAof idential quality and thenplacing the DNA from the same donors into the same slots of each DNA template. My goal was to try and get two clones as close as possible by using matching DNA in each pet from the same donor.


The recipe I used was
Slot 1: VHQ Merek Harvestor (e4e/ek6) HAM 13351/11647/13435
Slot 2: VHQ Merek Harvestor (e4s/ekv) HAM 12761/13344/11542
Slot 3*: HQ Corellian Butterfly Defender (tgv/t02) HAM 2343/2127/1993
Slot 4*: HQ Corellian Butterfly Defender (t4m/tkq) HAM 2343/2127/1993
Slot 5: HQ Hurrton Pup (no2/ngt) HAM 72/69/69
*4 HQ samples collected from the same donor






Creature 1: Initial combine was a great success, no additional experimentation
Slot 1 (e4e): 756/619 658/511 756/548 766/516 102/666
Slot 2 (e4s): 725/611 757/517 652/557 764/515 100/661
Slot 3 (tgv): 140/58 129/508 123/193 765/511 105/264
Slot 4 (t4m): 141/60 130/513 120/195 756/508 95/271
Slot 5 (no2): 6/9 13/513 15/29 764/507 95/39


Intial/Final Combine: 336/238 341/341 71/94 693/336 25/139


Final Creature
Level 14 Gurreck
6081/5363/2114
50% Kinetic
Vul to rest
Attack Speed 2.16
toHit .26
Damage 120-130
S1: None
S2: Intimidation
Ranged: Yes






Creature 2: Initial combine was a great success, experimented 3 pts in 1 experiment attempt to physique with a great success.


Slot 1 (ek6): 758/617 662/518 764/553 769/511 105/663
Slot 2 (ekv): 726/618 758/515 660/553 768/518 107/658
Slot 3 (t02): 142/63 122/506 120/191 758/507 99/270
Slot 4 (tkq): 138/63 125/513 115/197 765/510 100/266
Slot 5 (ngt): 8/14 11/508 13/24 762/514 97/44


Initial Combine: 338/240 340/341 70/93 697/337 26/139
After 1 x 3pt Experimentation: 511/420 340/341 70/93 697/337 26/139


Final Creature:
Level 9 Gurreck
8701/5345/2616
50% Kinetic
Vul to rest
Attack Speed 2.16
toHit .26
Damage 120-130
S1: None
S2: Dizzy Strike
Ranged: Yes

bruzinfusion
Mon Sep 20, 2004 10:01 pm
#23

^^^



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