Bio Engineer Archive
Thread: The perfect guide to the perfect 10 (tank pet version)
Tal-N
Wed Jan 21, 2004 1:05 am
#40
Oh and a little tip for people trying to keep fortitude under 100. There is a regular pattern when the first experiment point you use on physique will add between 70-75 points. So if the fortitude starts over 25 you're notlikely to end up with a CL10 clone undr you fail one of the experiment. If it's over 30 you definently won't.
Sun-Snail
Wed Jan 21, 2004 6:05 am
#41
Excellent post! if i knew what stars...... were i would give you 5 
Joanne
Wed Jan 21, 2004 6:10 am
#42
Tal-N if you were not a doggy then I would give you a kiss! So you will have to settle for a <hugs> instead. Great post, I can't thank you enough!
ZakkAckerton
Wed Jan 21, 2004 8:01 am
#43
That was exactly my question too....have we been told that everything we make NOW is good? or are we going to see a nurf on the new animals too (Like the ones being described here).
Rock-o (wanderhome)
Rock-o (wanderhome)
Rasia
Wed Jan 21, 2004 8:05 am
#44
Does anyone know if specials and/or ranged attack has any kind of effect on CL? Myself and another BE worked all night on trying to make 10s, and we could never get it quite low enough. I wish I had taken some screenshots, but we had some really silly looking level 11-13 pets. Stuff with ~1k HAMs, etc. Things we looked at and just had no idea why it wasn't below 10, the only thing we could think of is we were consistantly using medium poisons and ranged attack in the specials.
Caught the post above about even multiple single digit resists were pushing up the CL some, so I will check into that, could have been our problem. Just wondered if anyone else had noticed specials/ranged having an effect on CL though.
Caught the post above about even multiple single digit resists were pushing up the CL some, so I will check into that, could have been our problem. Just wondered if anyone else had noticed specials/ranged having an effect on CL though.
Spazzers
Wed Jan 21, 2004 8:27 am
#45
I made some nice CL10 animals last night using a variation of Tal-N's findings and had no problems. They had specials and ranged attack. The only time I had issues was when I wanted double digit resists to carry over. I ended up with CL11 and CL13 animals with no HAM and good resists.
Tal-N
Wed Jan 21, 2004 8:51 am
#46
Specials and ranged attacks appear to have no bearing on the CL. I have made pets which were CL10 and under which had potential specials like Strong Poison and Intimidation.
Doordolt
Wed Jan 21, 2004 9:18 am
#47
Zakk,
The BE community is currently between balancing patches. However, what Tal-N and others are doing is a great background for when that balance is complete. Even if whatever is made today, for whatever reason, can't be used tomorrow, the information gleaned from all the research done is invaluable and gives a great starting point into the completed BE balance.
Ilatzimep
Wed Jan 21, 2004 10:29 am
#48
Tal-N,
Great post! Its help a lot with making non ch pets. Only one thing i'm still having problems with, is there any way to drop either the resists or some of the stats on the HAM in order to up the attack on the creature? I'm trying to get something around 90-100 if possible. I keep coming out with either lvl 8 or lvl 12/13 pets. If anyone can help me out with this I'd greatly appreciate it.
Tal-N
Wed Jan 21, 2004 10:40 am
#49
Dunno about that, how about you do some research yourself into that and let us know.
RileyToran
Wed Jan 21, 2004 11:01 am
#50
First time, long time here...
First off, thanks Tal-N, this aspect of the BE profession was driving me freakin' nuts! But using your post as a guideline, Ive been able to crank out some decent lvl 10 pets. My best, by far, was a lvl 10 Huurton
HAM
3604, 3083, 2904
10% kinetic
23% energy
stunning strike, intimidation
Dmg 45-50
Now how I got that, dang if I know...but for a lvl 10 pet, this bad boy rocks
Ive definitely noticed that the number of resistances plays a huge role in determining lvl. if you have more than 2 slots with resistances, you can forget about it, no matter what your HAM or dmg is.
Thanks again man, you're a life saver!
RileyToran
Wed Jan 21, 2004 11:11 am
#51
Sorry for the double post, but if there's a way to edit your posts, I dunno what it is. 
I wanted to ask if anyone knows how/if the quality of creature food or flora affects the creature's outcome? Since it doesnt actually tell us in the schematic(unlike for every single other craftable item in the game:smileymad
, what are the relevant/important attributes for these other components? I would assume Overall Quality is important, but then I really have no idea....Anyone else have a clue?
Thanks!
Spazzers
Wed Jan 21, 2004 11:19 am
#52
The meat and flora has not effect anymore. The DNA quality and sample types control the template. The template controls the final build.