Bio Engineer Archive

Thread: Arthur's CU testing journal, day 1

Dorelli
Wed Apr 13, 2005 11:58 pm
#27

Super Report Arthur thanks for that and keep 'em coming


-- Dorelli




Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

TeaTime73
Thu Apr 14, 2005 12:12 pm
#28

Yea very good Arthur, thank you for that report! I am on my way to BE too on TC... hope to reach Novice tonight



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Kheth Lazarrd - Jedi Padawan (Mayor of Tanelorn, Rori)
Lyunn Qha'Sheel - Master Ranger & Master Rifleman (Guild Leader of THC)
Corah - Master Bio-Engineer & Master Tailor
Joker9125
Fri Apr 15, 2005 10:02 am
#29


Heres something to think about


My gnarled rancor on TC is CL 46

Health: 11090

Damage: 180-290

To Hit: 100

Attack Speed: 2


My CL10dwarf bantha from the frog

Health: 2205

Damage: 80-190

To Hit: 38

Attack Speed: 2


Now it mught be because they havent finished balancing creatures yet but it seems to me that they are pretty much standardazingcreature damage and relying on the damage multiplyers from levels to give them the extra damage. This also leads me to think the BE crafting process is going to go the way of armor crafting. I will definately need to do more testing after this weekend when I'm able to play again.



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
PlainWhiteSocks
Fri Apr 15, 2005 11:19 am
#30


ArthurDentOnBria wrote:
If someone else from the BE team would like to play with crafting the new meds and report those results it would help me a lot. I've kind of got my hands full I think testing the other stuff.





Well, I'll help as I can. I'm at BE 2303, and will most likely be master by Sunday (April 17). I already did runs of basic med components, and I'll be sorting through the other med stuff as I can. I'll post numbers here when I get them.

Any docs wanna help in this?

I guess I'll have to get a vendor to distribute these things.

Joy. More grinding.



Corbis
Kauri
Ex-Master Bio-Engineer
ArthurDentOnBria
Fri Apr 15, 2005 11:23 am
#31



Wow, 2303, nice work! There are some people in "sandbox" who have vendors. you can probably just give them the stuff you want to distribute and have them list it for you. I'd talk to pappi about it.








PlainWhiteSocks wrote:

Well, I'll help as I can. I'm at BE 2303, and will most likely be master by Sunday (April 17). I already did runs of basic med components, and I'll be sorting through the other med stuff as I can. I'll post numbers here when I get them.

Any docs wanna help in this?

I guess I'll have to get a vendor to distribute these things.

Joy. More grinding.








Message Edited by ArthurDentOnBria on 04-15-2005 11:23 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Ojes
Fri Apr 15, 2005 1:59 pm
#32







PlainWhiteSocks wrote:

Well, I'll help as I can. I'm at BE 2303, and will most likely be master by Sunday (April 17). I already did runs of basic med components, and I'll be sorting through the other med stuff as I can. I'll post numbers here when I get them.

Any docs wanna help in this?

I guess I'll have to get a vendor to distribute these things.

Joy. More grinding.





I am a doc on live and have been working my way up to novice BE (just need hunting4). I intend to try to figure out the schematics potential ranges and make them available for others to test out the effects (I probably won't be going Doc or CM in TC).


I already posted this on the Doc forum, but it probably belongs here now:


I ran these tests at Medic 0004 and thought it was strange that if I use all 5 experimentation points on a single line, I had a 30+% chance of failure on a LS, but a 0% chance of failure on the advanced LS or Instant Stim A.


For the record, the base and range for the components seem to be:


LS: ch1-5 pow1-34

aLS: ch1-5? pow 1-75

BEC: ch1-5 pow1-34

aBEC: ch1-70 pow 1-75ish (might be 80, haven't done enough trial on this)

SDS: ch1-50 pow 1-200

StimA (without subs): ch5-10 pow 50-150



while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
ArthurDentOnBria
Sat Apr 16, 2005 9:45 am
#33



Day 7:


TC was down for a patch, so I didn't get much time on there. Frogs let you get skills now by the way, so no more grinding. What time I did spend there I spent in front of the frog gathering together the things I need and playing around with different BE builds. Like someone else mentioned, they *did* in fact put some combat level in the BE tree after all, but not much. If you are a master BE with only the pre-reqs you'll be combat level 17. Adding exploration 4 doesn't change your combat level.


I made schematics for all the different advanced tailor tissues and started those running in my factories. I'll be able to tell you how those work out soon. The igredients, the values you get, and the mods that show up though are all identical to what they were before. I also played around in TC-Bria, but I'll have a lot to share about that, so I'll put that in a separate thread.

Message Edited by ArthurDentOnBria on 04-16-2005 09:46 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


ArthurDentOnBria
Sun Apr 17, 2005 10:07 am
#34

Day 8:


crash... crash... crash... crash... (you get the picture). I did get my tailor tissues done, and turned them over to a member of the tailor alpha team. I also did some field testing of my own:


masked scent: modifier shown duration of mask re-mask time


exploration 3

(naked): +404 min52-54 sec

w/+15 pants +40/+55 4 min 43-44sec

w/+15 pants & +15 duster: +40/+704 min 38-39 sec



Alsothere was a notable decreasein the probability of my mask scent being broken with each extra piece of clothing. I'd say masked scent is working fine.


Medical Healing (all heals/buffs done with 0 BF)


wound healing modifier shown amount healed/buffed

(naked) none 58, 49, 67, 59, 55

w/+15 pants 0/+15 (no data)

w/+15 pants & +15 duster 0/+30 69, 67, 44, 73, 48



Unfortunately, because of the randomness of the wound heals, I can't draw any definitive conclusion about this, but my guess is that they are not doing dittly squat. The modifier thing shows pretty clearly that the skill that is being modified is not one that is used. This also casts a lot of doubt on the other modifiers that we also don't see in the skill trees (like the entertainer ones, and warcry and intimidate).




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Joker9125
Sun Apr 17, 2005 11:16 pm
#35

It seems power has taken a nerf. Ive been trying to break 400 damage while keeping fort below 500 (AR1 seems to add around 130 levels). Ive gotten close to 300 on my first gens after much trial and error using bull rancor/yard trash combos it would really be easier if they would fix all the broken DNA.


Ohh well time to hit talus and see if the balanced creatures have decent DNA.



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
Aleskander
Mon Apr 18, 2005 5:50 am
#36






Joker9125 wrote:

It seems power has taken a nerf. Ive been trying to break 400 damage while keeping fort below 500 (AR1 seems to add around 130 levels). Ive gotten close to 300 on my first gens after much trial and error using bull rancor/yard trash combos it would really be easier if they would fix all the broken DNA.


Ohh well time to hit talus and see if the balanced creatures have decent DNA.






DNA is NOT ready to test. They only have a few of the planets with balanced mobs so far. Dath is not one of the balanced planets yet.



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
Joker9125
Mon Apr 18, 2005 7:53 am
#37






Aleskander wrote:





Joker9125 wrote:

It seems power has taken a nerf. Ive been trying to break 400 damage while keeping fort below 500 (AR1 seems to add around 130 levels). Ive gotten close to 300 on my first gens after much trial and error using bull rancor/yard trash combos it would really be easier if they would fix all the broken DNA.


Ohh well time to hit talus and see if the balanced creatures have decent DNA.






DNA is NOT ready to test. They only have a few of the planets with balanced mobs so far. Dath is not one of the balanced planets yet.





Yea I know that, but that dosent mean its not fun to try to make a few good pets



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
PlainWhiteSocks
Mon Apr 18, 2005 9:47 am
#38



Aleskander wrote:


Joker9125 wrote:
It seems power has taken a nerf. Ive been trying to break 400 damage while keeping fort below 500 (AR1 seems to add around 130 levels). Ive gotten close to 300 on my first gens after much trial and error using bull rancor/yard trash combos it would really be easier if they would fix all the broken DNA.
Ohh well time to hit talus and see if the balanced creatures have decent DNA.



DNA is NOT ready to test. They only have a few of the planets with balanced mobs so far. Dath is not one of the balanced planets yet.




I've had a good time playing with the broken DNA. It's a challenge to make a decent pets with everything broken as it is.

I really don't think pet making is ready for testing on TC even with non broken DNA. I used 5 samples of peko peko, which seemed to be balanced. No obvious flaws. I was able to put all ten experiment points into phys. It never did max out. The resulting pet had 2.5k Health. Wierdness.



Corbis
Kauri
Ex-Master Bio-Engineer
Joker9125
Mon Apr 18, 2005 10:45 am
#39

my best petso far is a 6/.3/1 K HAM 220-230 damage razor cat. Dunno how I got hardiness up that high without getting fort past 500 but hey im not complaining.



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
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