Bio Engineer Archive
Thread: A few recipies for new BE's Spoliers inside :)
Dorelli wrote:
I know you know that armor shifts so are we talking marketting strategy here? That's an interesting idea ...
Dor
No, not a marketing strategy per se. Its just that elite DNA generates pets with poor armor ratings if used in the physical attributes slot. I find that if I use a non elite level 75 creature DNAsample in the physical attributesslot, I still get health around 8000+ with the added bonus of roughtly 4000+ armor. Elite DNA for some reason gives me far less armor, but roughly the same health.
A pet with more armor simply lasts longer. If we can get a pet with the same 8000+ health but with more armor... then do it! Try putting a level 75 malkloc sample (800+ to both hardiness and fortitude) instead of Sawtooth or other elite DNA. You'll find your health will stay about the same, but your armor will skyrocket!
/showlovefortheMalkloc
Gigalesh wrote:
Uhm for those of us that dont have RotW, what can we swap the Uller Stoneclaw DNA for?
Think someome posted on first page...
What I would like to confirm is that the stats ... 1. really do shift on CH pets when you call them out. and that 2. you can see the damage they takeincreasing or decreasing a little or a lot based on that shift. If any other CH's other than Quantum are reading this, would be nice to have multiple viewpoints on this?
I am both master BE/CH and can confirm that a lvl 70 deeded pet will have Armor Effectiveness will be 4696, To Hit 170 and Defense Value of 170.
I also will confirm that these 3 areas WILL shift depending on pet lvl by the 2nd time you call your pet.
hope this helps you Dorelli
In light of recent events (involving a delusional poster and 10million credit pets) I'll let this one really easy recipe out so we can all craft 10million credit pets too.
This takes advantage of stat shifting, so let your customers know that point, as armor and stuff will turn out really low.
Phys: Uller Stoneclaw
Prow: Sawtooth
Mental: Steel Claw
Psyh: Uller Stone
Aggress: Sawtooth
In experimentation, max aggression (~40%).
You should get a Lvl 70 pet with8.7k to 8.8k health and 410+ damage.The defensive stuff will be low, but it will shift, so that's no big deal.Agro % and all that wont be too great, but for a single generation pet that's extremely easy to make (all the DNA is from non-aggressive critters on Kash, in relatively safe areas), I don't think that's too shabby.
DrendalKahn wrote:
In light of recent events (involving a delusional poster and 10million credit pets) I'll let this one really easy recipe out so we can all craft 10million credit pets too.
This takes advantage of stat shifting, so let your customers know that point, as armor and stuff will turn out really low.
Phys: Uller Stoneclaw
Prow: Sawtooth
Mental: Steel Claw
Psyh: Uller Stone
Aggress: Sawtooth
In experimentation, max aggression (~40%).
You should get a Lvl 70 pet with8.7k to 8.8k health and 410+ damage.The defensive stuff will be low, but it will shift, so that's no big deal.Agro % and all that wont be too great, but for a single generation pet that's extremely easy to make (all the DNA is from non-aggressive critters on Kash, in relatively safe areas), I don't think that's too shabby.
Afraid I dont understand what makes people think armor doesnt count. I have to say it certainly does in terms of tanking, but in terms of a damage dealer, I'll have to give this one a try!
QuantumArtist wrote:
DrendalKahn wrote:
In light of recent events (involving a delusional poster and 10million credit pets) I'll let this one really easy recipe out so we can all craft 10million credit pets too.
This takes advantage of stat shifting, so let your customers know that point, as armor and stuff will turn out really low.
Phys: Uller Stoneclaw
Prow: Sawtooth
Mental: Steel Claw
Psyh: Uller Stone
Aggress: Sawtooth
In experimentation, max aggression (~40%).
You should get a Lvl 70 pet with8.7k to 8.8k health and 410+ damage.The defensive stuff will be low, but it will shift, so that's no big deal.Agro % and all that wont be too great, but for a single generation pet that's extremely easy to make (all the DNA is from non-aggressive critters on Kash, in relatively safe areas), I don't think that's too shabby.
Afraid I dont understand what makes people think armor doesnt count. I have to say it certainly does in terms of tanking, but in terms of a damage dealer, I'll have to give this one a try!
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Dorilly wrote
Oh, and i just read Quantum's reply to my question so I can ask him ... Quantum ...
*YOU* are a CH (I think). *I* am not. Therefore you use pets that have armor and I do not. The only thing *I* know about armor is that regardless of the value on the deed, the number for the armor shifts when you call it out for the second time. I know that droid's armor does this too and they really do start with the armor effectiveness shown on in their stats and you SEE them taking more damage the next time they are called out.
What I would like to confirm is that the stats ... 1. really do shift on CH pets when you call them out. and that 2. you can see the damage they takeincreasing or decreasing a little or a lot based on that shift. If any other CH's other than Quantum are reading this, would be nice to have multiple viewpoints on this?
Again, all I'm saying is this: if the numbers really do shift and they work as if they did shift ... then why go for high armor? Why not spend the little bit of level that that armor adds on getting the health or another stat that STICKS a wee bit higher?
I'm not trying to flame you Quantum - I'm just trying to clarify in my own mind what really does happen? It will affect the way I craft when I get back to master BE again ... You have some REALLY great ideas! I'm just worried that the game isn't letting your pets be affected by them
dor
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1) stats that shift are tohit, def, and armor,
if you have a level 70 pet with the fallowing stats:
before after
cl70 cl70
health 6800 6800
ae 21224696 <--change here
def 97 170 <-- change here
to hit 112170 <----chnager her
dmg 100-410100-410
2) we can assume sence the AE anddefhad increase the pets armor will obsorb more dmg that the before pet would have. also sence the to hit encreased on the shift the pet will be more effective in combat thus more dmg.
but keep in mind when you are crafting tho the stats dont matter on the final pet they still hold wieght when determining cl when crafting..
sorry about the way the post looks i havent figured out the fancy posting trick.
2) we can assume sence the AE anddefhad increase the pets armor will obsorb more dmg that the before pet would have. also sence the to hit encreased on the shift the pet will be more effective in combat thus more dmg.