Bio Engineer Archive
Thread: Creating the Superior Animal: an analysis of the complexity of Bio-engineering
A general rule of thumb on trying to make creatures better then their wild counter-parts is the creature DNA samples you use should be greater then or equal to the creature you are trying to make.
I.E. If your making a dewback. Sample a normal dewback and remember how much exp you got for it, lets pretend it was 150 Sampling exp. When making you cloned dewback none of the samples you use should come from creatures that give you less then 150 exp from sampling them. That combinedwith matching the subattributes should generally give you very good results.
the original poster is correct about psych
create a gurreck no experiment and tame/train it will take 4 tries on every command to 'learn'
high psych and successful experimentation he will 'learn' his commands in 1 try maybe 2
obviously this is a minor benefit as it only saves time
now i havent tested this in the field to see about the obeying part
i just got a VHQ sample with all buttwo stats above 1000 and one of those is a 928
three are 1090
Not sure on the DNA template part but here's my section on after your template is done:
Here's my analysis on using products. Everything organic will have an Overall Quality and a Potential Energy. Now if you create something and click on that item the PE might not be there, those items are only looking at the quality while other times(like cloning critters) both the meat and the flora will have their PE affecting the outcome. With both items over 950 in PE(OQ was over 900 for each as well)I was able to make a creature and before experimentation it listed all stats starting at 16%. When experimenting with a stat I used one on each to clear the bars to the correct length and each were 2 bars long. Now when i used the "trash" flora&fauna I got between 2-6% before experiment and only got one bar afterwards on each stat to raise.
Just wondering, if I'm getting 16% at 950+ in PE, does that mean that the reason we make such horrible animals compared to wild ones is because we just haven't found the materials out there with PEs in the thousands? Laters peeps.
Gene Splicer - Master BrokenEngineer on Ahazi
As a CH as well as a BE, I wanted to make a comment on Psych of animals.
I fight with many other BE's, and am using a Pig that I got off of Endor (self tamed) and while he may be in there with better pet's, he almost never runs, even if down to 1/4 health. My pet does have 50% kinetic resist, and 9200 HAM, so he's definately decent, but not amazing.
One of the CH's I was fighting with, had a Cat, which to be very blunt was absolutely cowardly, and it alsohad my poor little pig utterly outclassed. It was returning so often it's owner was complaining to me constantly about the problem, and wondering what I was doing different with my pet. In the end, since we had identical skill levels, we simply came to the conclusion that his pet was a coward. My pet would be below half in a fight, his almost unscratched, and yet it would constantly run from the battle (Yes, it was fed and fully healed before a fight).
Moral of this story is, while I can't say for sure if Psy does anything on a BE creation or not, Wild Pet's do vary in how reliable they are, this was simply wasn't reliable. I can't say if it was breed based, or just a cowardly pet, but either way, it was giving it's owner fits, trying to keep it in the fights. On a side note, while my pig is both aggro, and a killer, he has a zero ferocity stat. (Boar Wolf Ravager for the curious)
Vorgus
Alciblades -
Yeah, I figured that out last night when we decided to let the youngerBE dewback tank for the first time. hehe Wishful thinking on my part. You'll have to forgive me, I'm a novice BE and Novice CH.
Le'lu
Eclipse, Naboo, Theed
Vorgus -
My mamian doesn't run from giant baz nitches but he does run from rogue fambaas. He didn't run from the one singing night sister clan rancor that we killing but there was a gurrek tanking it. Maybe it has something to do with the difference in CL of the pet and it's target as well as how much damage it's taking?
Le'lu
Eclipse, Naboo, Theed
1) While the non-DNA ingredient quality will not have a big effect on the pre-experimented product, it will have a very large effect on the effects of the experiment. This will not be apparent at low levels but with more experimentation points you will notice that ingredients cap how high the percentages can go.
2) Experimentation is primarily dependent upon ingredients and your experimentation skill. At Novice and Tissues-1, you will fail a lot no matter what ingredients you use. But at higher levels, you SHOULD see a big difference (I say should because I'm not at those higher levels and there is good reason to assume everything in BE is bugged). At Novice, you have a Bio-engineering experimentation score of 10, through the Techniques line you go to 20, 35, 50, 75, and finally Master has 100. I have a Medical Crafting experimentation score of 50 and I get my share of both failures and Great successes, with fewer critical failures or awesome successes. I have a General Crafting experimentation score of 100 and over 75% of my crafting is good or better; around 50% of it is great; and I get at least 15% awesome successes. But that is all assuming very good ingredients. If I use crap ingredients then instead of the 95%+ that I can get with an awesome success, I will be capped as low as 40%. You get 1 experimentation point per +10 in a particular experimentation skill.
3) The schematics clearly say what to look for in non-DNA ingredients: 33% Overall Quality, 33% Flavor, 33% Potential Energy. When I'm not just grinding for xp, I look for those three numbers to add up to at least 1800 in meat and 2200 in flora. Again, that is not as important when you have fewer experiment points but, if things are working right, it should be absolutely vital after Tissues-3.
Scorus
After the patch, get a Master Artisan to make you a set of tools. I can experiment them up to 95%+ experimentation effectiveness, I'm curious to see what that translates into as far as crafting bonus.