Bio Engineer Archive
Thread: The perfect guide to the perfect 10 (tank pet version)
Hmm looks I might have to go back and experiment on this again.
Have you looked for any cut off points on resists?
The system may have a cut off point for each important stat, and passing two of them takes it over 10CL.
Like I said in another post, I did manage to create a pet at CL7 with over 50% kinetic special protection, but I couldn't get the HAM to 1k in my creatures without going over CL10. One experiment pointon the CL7 took it to a 14.
I gave up and went out and produced a stash of ready templates for CL30-33 57% kinetic CH pairs, and am working on solo high CL templates now.
Basically if you take a merek harvester and 4 yard trash, and then add a nother merek in successive generations until you get high kinetic, then sample down generations with no experimentation, you eventually end up with a very high kinetic very low CL pet. Basically yard trash with massive kinetic special protection.
Next round I think I'll get a stash of below CL10 50% kinetic special resist samples, and try playing with them more. It did rather seem you can add HAM, or add Kinetic resist, but not both.
I think you mean 18 not 180. If you do 250x180 you get 45000 when I think the highest possible is actually around 4500 since hitting close to the limit produced 4100 on my blurrg. That does look like it's fairly accurate to me. An interesting point here is that judging from what I'm seeing you tend to cap those stats to around 250/200/100 before you start going over CL10. Now if you work that out the HAM should be 4500/3600/1800.
The nice thing is that if you use the old equasion I used for estimating the CL from the HAM and vice versa then you find these clones are actually CL15. (15x200)3 = 9000. That didn't seem right and then i remember you see an addtional bonus at CL20 for another +1000 for the HAMs. So i wondered if you'd get a +500 bonus for CL15. That brings the total for the HAM to 9500 points. Add together what we're seeing with these maximum CL10 pets and the total HAM points are 9900 which isn't far from what you'd expect. A little higher sure cause the damage is so low but it's a very close ballpark figure.
Of course one way to try this theory out is to reverse the HAM. So that the health is lowest and the mind is highest. Then you'd know that basically there's a HAM quota to meet before the CL10 limit is breached. This might continue for all clones where you have fixed caps (both maximum and minimum) leading to the possibility for clones which aren't meeting the full potential of their CL simply because you don't know where the cut offs are.
Tal-N wrote:
I think you mean 18 not 180.
Mirrl corrected his post (that's where those values came from), saying that the 180 was a cut and paste error and that he meant 18.
Tal-N,
Thank you for your help. I just wanted to confirm Mirrl's post which you have done.I tend to like to have second opinions. Both of you deserve ahugepat on the back. Your data and posting of your data on these boards is a great service to allBE. Once again thank you.
Jakber
PS. A thanks to Mirrl also.
Thanks Tal-N, this should help me figure out why my favorite recipe has been turning out 11's after the hotfix, and those were nowhere near as impressive as the ones you cited here.
Just wish I had more time to play with it postbaby patch.
Would be nice to find an easy Tatooinian cl10 recipe to help fit into my short schedule. I used to use a desert squill/syck combo that gave roughly 2k ham with medium poison. If anyone has a single generation replacement for this I'd love to hear it.
A wrench? Forgive me if this has been covered already...
I have followed your rules closely and overall they work quite well. To further test the theorum I started playing with the specials of the resultant pet. Keeping well within the boundaries of the aforementioned, here is what I am finding.
Hard: 134
Fort: 41
Dex: 29
End: 375
Int: 132
Clever: 179
Dep: 870
Courage: 298
Fierce: 83
Power: 38
vuln to all but Kinetic at 3% and Enrgy at 8%
Special Att 1: Intimidation --capper handmaiden
Spec Att 2: Mild Poison --night spider
Ranged: Yes
--------------------
Resultant Pet: cl12 - 2060/516/2419 - 2.2/.31/35-45/
Now, did I miss a stat? did I misinterpret? Or, how should we approach the special attacks? Is it possible that something as discreet as poison or intimidate is offesetting the balance? Following these guidelines I have done very very very very well... until I started to push the cloneprocess too far and get too greedy with what I want from the pets.
Now, did I miss a stat? did I misinterpret? Or, how should we approach the special attacks? Is it possible that something as discreet as poison or intimidate is offesetting the balance? Following these guidelines I have done very very very very well... until I started to push the cloneprocess too far and get too greedy with what I want from the pets.
Yeah you made two mistakes, the damage should be 30-40 not 35-45. I'm not sure why but thats the problem, maybe you also need to keep fierceness under 50 as well or if there was a failed experiment then it might have screwed something up. The other issue is that you have two resists. In this topic someone pointed out that you're allowed 1 free rest type and each additional one adds a CL rating.
I worked this formula today when I got home and I had some very good results. I ended up creating a few lvl 8 Pets that had very nice stats.
Pet 1 Gurreck
Health 2957
Action 3011
Mind 1862
Kinetic 6%
Energy 6%
Blast Vuln
Heat Vuln
Cold 0%
Electricity 0%
Acid Vuln
Stun Vuln
Attack Speed 2.17
To Hit .27
Damage 30-40
Special 1 Intimidation
Special 2 Medium Disease
Ranged Attack No
That is just one example of the pets I was able to make. I went back at it again a little later and collected the DNA for the M. Wrix and Krahbu. When I started crafting again I was using the same method exactly but made a ton of lvl 11 Pets. I will see about a second generation later, but this is what I noticed.
The stats are pretty much the same as the lvl 8's I made, but the two resists that are zero on the lvl 8's are either 3 or 4. I do not know what I am doing different from what I did earlier but whatever it is it is giving me more resists on the lvl 11's.
What ever it is I am working on it now, but if you have any ideas please let me know what I can do to get these down a lvl or two.
Thanks
This was a great post. Thanks!! I followed your advice and was able to make alot of level 10 pets. Most had ham of 2k (mind was a little lower). Resists were pretty low but they all had mild disease and stunning strike.
Thanks again ![]()
Misata
Master BE, Eclipse