Bio Engineer Archive

Thread: Upon further review i can only conclude that non-ch players are not meant to have pets

Spazzers
Fri Jan 16, 2004 8:37 am
#27

I made two CL10 animals last night using cu pa and scyk. Its not a difficult task. The HAM is around 1800 to 2K with mild resists. Medium poison with a ranged attack. They average 90-110 damage.


No, these animals aren't tanks but I don't believe a CL10 should be a tank. If a player wants an animal that tanks they should have to take novice creature handler.


These CL10 animals sell very well I might add. They're better than the 900 HAM animals people received during the trade in program. I make them in various body styles but the best sellers by far are gurrcats.




Buboopadoo
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vyprbyte
Fri Jan 16, 2004 9:25 am
#28

I made 10 of the cu pa/scyk pets last night. I used above average DNA in all the slots. They all came out level 12 or 13. I must be missing something here. Just to make sure, this is how you are numbering them right?


1 2


3 4


5


I don't know what to think. I was really looking forward to making these too. I tried the cu pa /venom filled arachne recipe with all above average samples and they all came out level 25.


Zenobiah
Sat Jan 17, 2004 6:54 am
#29

Still need help with this cupa scyk recipe. Not getting the same results at all. Can you add some details please?
Zenobiah
Tue Jan 20, 2004 9:26 am
#30

Im finding I have better luck with Naboo creatures than those on Tatooine...the syck cu pa recipe does not work for me for whatever reason...
Spazzers
Tue Jan 20, 2004 10:00 am
#31

Okay, I want to help out those that are having problems with my recipe. I have good success making these animals so any thing I can pass on I'll happily do. Let me give a detailed example of how I go about making a CL10 animal.


A few important notes: I have a +36 crafting station, I'm a master BE, I don't craft in near a research center, I use grind meat and flora (I don't think this matters), my samples are above average, high, and very high (I can't get anything else).


Placing DNA: above average scyk in slot 1, above average or high scyk in slot 2, above average cu pa in slot 3, above average or high cu pain slot 4, above average scyk in slot 5. I look at the 3 key stats when placing the DNA in each slot. Those 3 stats are hardiness, dexterity, and intelect. I make sure the sample I place in slot 1 has a low hardiness or as near 100 as possible. Low dexterity in slot 2, low intelect in slot 3.


Experimenting: I have 10 experiment points. I rarely use all 10 when making a CL10 animal using this recipe. Before any experimentation is done I add up the 3 key stats; hardiness, dexterity and intelect. If they add to more than 300 I already know my final product will be higher than CL10. I will place one point in physic to increase the health stat in the HAM bar. Review the total of the three stats. If its still below 300 I may place one more point in the physic or I may opt for prowess to bring up the action a little. I very rarely experiment on mental and I NEVER experiment on aggression for a CL10 animal. I'll experiment on the phsycology to get it over 50%. I don't know if this matters but my animals are smart if I do this. They learn commands first try regardless of the mind stat and they hold aggro. They may bolt and run if the HAM tanks and they are about to die.


If the three key stats total to more than 300 I'll experiment to even out the stats (hardiness, dexterity and intelect all having similar values). I do this knowing I'm going to resample the animal and re-combine.


End product: This will vary based on the 3 stats but the results will come in similar flavors to these -


H 1800 A 700 M 700.


H 1100 A 1100 M 1100


H over 2K A 700 M 300 or less


The damage can be anywhere from 30-40 to 90-110. The creature level seems to be tied to a combination of damage and HAM. This is simple observation and nothing real scientific.


They will have medium poison and a ranged attack.


Marketability: This will depend on the HAM spread and the damage. I have customers that prefer higher health and don't care about the mind at all. I also have customers that prefer the even spread. You'll find all the animals have a market place based on customer preference. I typically put the wide spread HAM templates in mount bodies and the even spread into cats or cu pa. I've even made eopies that have been very marketable. They all sell and I do get repeat business




Buboopadoo
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GrimRebuke
Tue Jan 20, 2004 2:02 pm
#32

My question is, why would you want a non-CH pet to have high damage or special attacks? If you are a non-CH player, you probably have a combat skill or two. Thus, the pet is just there to take damage for you and keep the enemy busy while you are gaining pistol experience. wouldn't it be easier to try to make high HAM, low attack rating pets that are below CL10?
Spazzers
Tue Jan 20, 2004 2:24 pm
#33

That question is relative to be honest. I would answer yes to the high HAM low damage if I were selling to a combat class. If I were selling to a crafter/harvester the high HAM is not necessarilythe issue. They typically ask for resists and damage more so than HAM. If HAM is an issue its typically the health bar. Provide an animal with lots of health, someresists, and as high damage as possibleat CL10 and it will be very valuable.


Specials are just an added bonus. Some prefer a ranged attack because of the "free" hits it gets to other non-ranged animals. Some don't want ranged because it draws the animal being attacked to you. This can be a huge problem when fighting swarming animals. I've seen a BE created eopie poison a desert demon. The demon died before it could death blow the incapped owner.


The answers are all dependant on your customer.




Buboopadoo
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Spazzers
Wed Jan 21, 2004 1:36 am
#34

I looked over Tal-N's "perfect 10" post and have made some notes. As I posted before I key on3 main stats butI'm going to look at the secondary numbers as the play out in my recipe. Primarily the fortitude. It's possible I might get better HAM from my recipe by pushing hardiness over 100.


I'll provide my results to anyone that is interested.


I'll also look at the way the numbers play out when I combine cu pa and venom filled arachne together. I use the multigeneration system to create CL10 animals with strong poison. It takes a while but the end product is very nice.




Buboopadoo
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Spazzers
Wed Jan 21, 2004 7:52 am
#35

I made two CL10 cu pa last night using the scyk/cu pa combo. This is what I did;


I used the same mix of scyk cu pa I'd always used and I used the same quality samples I'd used before. I wanted to test Tal-N's findings on Fortitude so I made the first animal knowing I'd resample it. My intent on the first pass was to make an animal with a level HAM. I ended up with a CL13 gnort with similar health, action and mind. I make gnorts when I'm going to resample because they only uses 15 units of meat.


I resampled the gnort and used all 5 samples. I placed the highest quality sample in slot 2 andthe next highest quality in slot 4. The last three samples I spread out across slots 1,3, and 5 then combined.


When I experimented I started with physique as I always do. This increases the health bar which most mobs hit first. I took special note of the Fortitude. I kept the fortitude under 50. The hardiness went to around 130. Again, I kept the dexterity and intelegence close to 100. I ended up with a CL10 cu pa with over 2K health, over 2K action and 1500 mind. It does 30-40 damage and had medium disease with a ranged attack.


I repeated this process with a new build and ended up with another cu pa having similar stats. The time and resources invested were minimal and I had two very nice CL10 animals. I spent the rest of the evening running around enjoying other aspects the game has to offer



Buboopadoo
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Tal-N
Wed Jan 21, 2004 9:04 am
#36

So the health for that clone would have been around 2340 give or take around 120 points. You could have pushed the health a bit higher again and made it have 3000 health without going over CL10. As i said you can push health as high as 250 as long as you keep dex under 100 andintel under 100.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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FatWicket
Thu Jan 22, 2004 4:34 am
#37

I've found that most people who need a non CH pet are just looking for something to take a few hits for them while they go to work doing what they're doing. I've found I'm able to consistently produce level 10 in the first or second gen with aournd 3200 health, 2600 action and 1400 mind. The kinetic resist is low of course and most others are vulns, the damage is also low, but a level 10 pet isn't supposed to deal out any damage thats worth anything and if you build up resists you'll only have about 800 HAM. Everyone i've sold them to has been very happy with them, and for those that complain about the weak mind pool, get a CH to teach your pet trick one, you can heal it without stims in two seconds. Still not sure what to charge for these though. I've sold them anywhere from 10k-50k.





Wicket from Tarquinas
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Zenobiah
Thu Jan 22, 2004 3:21 pm
#38

Confirmed. Spazzers recipe works. Quite nicely too!
KelvinKlien
Thu Jan 22, 2004 11:53 pm
#39

There is some faith to the non ch pet front. Buffing a pet can make a nice little tank, just have to find a doctor. Yea, you won't be able to use them against sisters and krayts. Non CHs should not have power like that. That is what CH tree is for.


Made this lil number today. 3 and 4th generation clone.


cl10 gurreck


1737 / 1486 / 1898


40% res kenetic


speed 2.37 / to hot .21 / 45-50


special attack2: stunning strike.



get a good buff, and have a nice lil 5k ham buddy.
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