Bio Engineer Archive

Thread: Stable CL10 Pet

Nueanda
Thu Aug 04, 2005 6:03 am
#27


Thanks,


You rock, Dor!






Major Abish Woundhealer Md.
Elder Combat Medic

Jochebed Woundhealer
Master of all things Entertaining

"I am not just a support profession.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master Combat Medic. Run for your life!"
Kaomond
Thu Aug 04, 2005 6:25 am
#28






Dorelli wrote:





Aerontako_Shretalon wrote:

Dunno if I was doing this right or the long way, but I needed to make several CL23's with high health and use the GENERATION meathod with pure Uller Stoneclaw DNA. After about the 2nd or 3rd generation, I came out with some CL20-24, all with over 6K health. The CL24 came out with 7K health.


Oddly enough, the higher health caused a lower DAMAGE level, even on the higher levels. The CL20, which had the lowest health of the 3 I made, had the highest attack.







CL = an equation based on a nice curve that looks a bit like a parabola (but I fitted a 3rd power eqn. to make it fit just a wee bit better) ...


The line to describe CL - is based on an index. Index = (stat1 * weight forstat1) + (stat2 * weight for stat2) ... etc. for all 10 stats of the DNA.


Take all the data you have, andplot the above index on a spreadsheet against the combat level that resulted when you put that templateinto a skin. Then start playing with the weightings. You will be able to see the curve fitting - or not fitting - depending on how you set them. This is the part that takes hours.


When you have done that - you end up with a set of weightings for each stat that pleases you .... in my case:


weighting for hardiness = 9
weighting for power = 30


lets assume you want a combat level of 70 and that the index to get it is 315 (you know this because you read it from the graph).


lets assume all the other values of the stats are 0 to make the calculation easier. Index isarbitrarilly divided by 100 to get a nice number so ... here we go:


set hardiness = 1149


power = (315 *(100)* 30) / 1149 = 822


set power = 1149


hardiness = (315 * (100) * 9) / 1149 = 246


ie. assuming all else is 0 ...


power = 822 : hardiness = 1149
power = 1149 : hardiness = 246


Of course you would never really get a template that was 0 in all the other stats, but this illustration is simply to show that, yes indeed, if you have higher power you result in lower health and vice versa. It also points out that high damage comes at a HUGE cost.


actually .. you can EASILY calculate the theroretical max of health with max damage = 499 - except I can't do it now b/c I don't have the max damage formula to hand .


Dor







Won't be playing for a while, all that just fused my brain LOL




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



Kaomond
Thu Aug 04, 2005 6:35 am
#29






Dorelli wrote:


dat not anythink you don't know already Kao - it's just the combat level equation with numbers in it. Maybe a long winded way of saying:



  • when health goes up - power must go down

  • when power goes up - health dissapears


Dor


PS. This isn't the level 10 equation ... i can't get ats me 'puter to do that at the moment...






hehe i flinkued maths so i have a problem with 2+2




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



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