Bio Engineer Archive
Thread: 60KR CL10 pets
Lozareth wrote:
I'm now pretty certain in my own mind that BE'd pets work off much the same principle - CL is determined based on source creature level, which in itself is wired in without regard to the stats of the creatures it came from. Net result: BE'd pet CL is independant of the creature's actual stats (and is likely to be adjusted downwards rather than upwards with each generation).
If this is the case, how do I make lvl 79's from 5 mutant rancor samples over-experimented?
Keyword there is "likely" - you got a "lucky" roll of the dice (the dice are biased though as well - another thing I hate!). The point I was trying to make was that there appears to be no direct correlation between the stats we can see and creature level - if there was we would have found it by now.
The "rules" regarding creature stats on DNA vs. final creature are well known (after a lot of work by dedicated BE's). No one has successfully managed to work out similar "rules" for the final creature level (beyond rules of thumb like "vulnerabilities reduce creature level").
Another thought - if it was based on the stats of the DNA we wouldn't have had that "bugged" DNA a few months back that gave nice stats and low level (a source of many a 10K HAM 10CL pet). Now ifCL were purely stat based that couldn't/shouldn't have happened (without ALL DNA being "bugged").
I very much suspect the final pet CL is worked out along these lines:
1.) Add CL of "donor" pet DNA, determine average CLand modify downwards by n%
2.) For every successful experimenation add x to y CL (based on degree of success)
3.) For every failure subtract x to y CL (ever noticed how experimental failure pets oftengive uber stats for the CL?)
4.) For key stats (i.e. armour, specials) add z CL if present, subtract for other key stats (i.e. vulnerabilities)
The more I think about it, the more I thinkthat must be the type of algorithm used to determine pet level.It explains the "loose linking" of pet level with stats (i.e. successful experimentation raises level and stats - but not necessarily by an "equitable" amount). It also explains some of the strange bugs we have and have had in the past and currently have. It explains how there can be "bugged" DNA. It explains why the BE'd pet CL situation is a bunch of dingo's kidneys..............
Can anyone else suggest a theory or shoot this one down? Please do if you can, I'd also be really interested in any(practical) experiments people could suggest to test these theories.
Templar1865 wrote:
Jayce, I've said it before and I'll continue to say it: if SOE truly believes that the system is broken, then they need to fix it. The creation of powerful pets is done exclusively through the cloning system as it was coded and CORRECTED TWICE. The devs have used this player group as a crutch since the beginning of the game--everything from basic design concepts to our own "advanced guide." I'm not comfortable with them turning us into some sort of self-policing replacement for game developers.
I'm now pretty certain in my own mind that BE'd pets work off much the same principle - CL is determined based on source creature level, which in itself is wired in without regard to the stats of the creatures it came from. Net result: BE'd pet CL is independant of the creature's actual stats (and is likely to be adjusted downwards rather than upwards with each generation).
If this is the case, how do I make lvl 79's from 5 mutant rancor samples over-experimented?