Bio Engineer Archive

Thread: A few recipies for new BE's Spoliers inside :)

QuantumArtist
Sun Jul 17, 2005 1:38 am
#27






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




QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
Mighty-Quiin
Sun Jul 17, 2005 3:39 am
#28

Just wanted to take a minute to thank everyone who has postedthier results...Still locked in my Lab working on stuff hopefully will have info to add also.



Mighty-Quiin
Flurry
12pt Master Bio-Engineer
"But when Quinn the Eskimo gets here,
Ev'rybody's gonna jump for joy.
"



Gigalesh
Sun Jul 17, 2005 10:53 am
#29

Uhm for those of us that dont have RotW, what can we swap the Uller Stoneclaw DNA for?




gggggggggggggggggggggggggggggggggggggggggggggggggg
Leader of DEATH-----------------Servant of the Empire-----------------Mayor of Ravenloft
Algeroth Cloudkill
Elder Jedi
Nazgeroth Cloudkill---------------Lanzeroth Cloudkill
Commando--------------------------------Entertainer
The object of war is not to die for your faction but to make the other ba$tard die for his!
gggggggggggggggggggggggggggggggggggggggggggggggggg

Mighty-Quiin
Sun Jul 17, 2005 11:17 am
#30






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...



Mighty-Quiin
Flurry
12pt Master Bio-Engineer
"But when Quinn the Eskimo gets here,
Ev'rybody's gonna jump for joy.
"



Laugh
Mon Jul 18, 2005 9:07 am
#31


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

Nueanda
Tue Jul 19, 2005 2:20 pm
#32

This thread has helped me out a ton... so I just thought i'd give it a little


/bump





Major Abish Woundhealer Md.
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Master of all things Entertaining

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I am a chemical warfare expert.
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DrendalKahn
Thu Jul 21, 2005 5:28 pm
#33

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.





DRENDAL KAHN


QuantumArtist
Fri Jul 22, 2005 11:48 pm
#34






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
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
Kaomond
Fri Jul 22, 2005 11:58 pm
#35






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!






At the moment it doesn't count because of the stat changing bug, not only does it work that say for example (not real numbers) the pet has 4000 AE when a deed then is tamed and trained and pulled out 2 or 3 times, the AE will reset to a default value according to CL and drop to say 3000, now this can work in reverse, you make a lvl 70 pet with 50 AE tame it, train it and pull it out a couple of times and poof the AE goes up to 4000, understand? now weither this is as intended or a bug i don't know, if it's intended then i recomend crafting pets this way to make full use of all the other stats, if it's a bug i would be wary of doing this because one day it will be fixed and you will have lots of pets with no armor.




Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



MadAdder3
Sat Jul 23, 2005 8:16 pm
#36

From what I've read up about stat shifting, it sounds as if Fortitude, Dexterity, and Cleverness are COMPLETELY useless as of now.
QuantumArtist
Sat Jul 23, 2005 11:27 pm
#37

Theres no way all this wild stat shiftingand completely jacked predictabilitywith pet crafting is intended. The devs are often guilty of implimenting quick "fixes" without considering all angles and ramifications.



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
nilknoc60073
Sat Jul 23, 2005 11:59 pm
#38



--------------------------------------------------------------------------------------------------------------------------------------


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


---------------------------------------------------------------------------------------------------------------------------------------


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.





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KuroKaze
Mon Aug 08, 2005 3:30 am
#39


nilknoc60073 wrote:



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.


- - - - - - - - - - - - - - -


i'm capable of crafting higher defense, to hit, armor pets who get their stasts get shifted down.


the shift is in actuality, putting in stats based strictly on combat level. (and uhm... my wild, elite female nargs got their stats lowered when 21.0 - ouch)


also, i'm having trouble experimenting on agression (specifically power - damage) tried dumping all my experimentation points into it have yet to change damage on a pet


Therefore: ignore power, cleverness, dexterity, fortitude --there's a good chance the shift-causing code will simply fill in the values, raising them for the pets high health/regen/state resist


hope this helps,

angry BE that wants to be able to make high damage
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