Bio Engineer Archive

Thread: Predicting Pet Level in the new system New Preliminary Weightings

Dorelli
Wed Jun 22, 2005 5:24 am
#53

it was here but we (meaning anyone I have discussed this with and anyone who i remember posting or not posting about it) have not tested to see if the same equations work with the post-CU pet-making system.



Therefore, someone needs to test it And post please



Also I don't mean to be churlish but is swgcreatures going to continue to be our main site for creature data - is anyone still actively maintaining it? Should I be putting this question to the swgcreatures people? Do we have someone who has the capability of hosting a similar website which ideally would have some means of sharing the raw data with everyone so we can develop whatever tools we think of from it?


I was thinking that as well as all the creature information that swgcreatures gives, it would be nice to have the actually creatures flagged with a DNA usefullness rating, a BE resources usefullness rating and also whether the beastie is missionable.


I can write web pages and would love write tools for us, but I'm not able to host anything involving a big database with actual real people hitting it.


Message Edited by Dorelli on 06-22-2005 05:31 AM



Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Kaomond
Wed Jun 22, 2005 5:38 am
#54







Dorelli wrote:

it was here but we (meaning anyone I have discussed this with and anyone who i remember posting or not posting about it) have not tested to see if the same equations work with the post-CU pet-making system.



Therefore, someone needs to test it And post please



Also I don't mean to be churlish but is swgcreatures going to continue to be our main site for creature data - is anyone still actively maintaining it? Should I be putting this question to the swgcreatures people? Do we have someone who has the capability of hosting a similar website which ideally would have some means of sharing the raw data with everyone so we can develop whatever tools we think of from it?


I was thinking that as well as all the creature information that swgcreatures gives, it would be nice to have the actually creatures flagged with a DNA usefullness rating, a BE resources usefullness rating and also whether the beastie is missionable.


I can write web pages and would love write tools for us, but I'm not able to host anything involving a big database with actual real people hitting it.



Message Edited by Dorelli on 06-22-2005 05:31 AM





yes swg creatures is being updated but slowly, if oyu look at the creature database there is an icon next to all the creatures names that have been updated withthe new info, but it doesn't lok like anything has been done with the dna lab tool yet as it stil has all the individual resist and stuff on it, i wil have a play about with some dna and the tool tonight and see f it can relate to any of the new dna, i have a feeling most of it except the resists may convert as per pre cu, but i'll have a play with it tonight when i get home and see exactly how far off it is.


Message Edited by Kaomond on 06-22-2005 01:47 PM




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

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
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Dorelli
Wed Jun 22, 2005 5:42 am
#55


cool! I will try and figure out who I need to talk to at swgcreatures.com to find out if we can archive the old dna data and start replacing it with wild data. And if I can help update the laboratory tool which I notice is written in .asp which is something I know like the back of my hand. Which is an odd expression really since surely you look at the front of your hand when you hold it up.


Unless there is someone HERE on the forums who is intimately associated with the swgcreatures folk before i start poking my nosy nose in??? Yell please??!


Dor




Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Kaomond
Wed Jun 22, 2005 5:47 am
#56


What i am hoping is that the main change has been in the end crafted result going from dna template to creature skin etc where the stats are converted into final stats, which we already have nams calculator for, hopefully the intial conversion sums of individual dna to a single template will work along the same sums, ie the same of power put in an agg slot before cu will convert to the same value as post cu and the only change is in the final craft.


What will very likely be wrong on the dna lab tool is the creature dna database, but fortunately you can enter the dna info in manually anyway so no real problem there.




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



Katosan
Wed Jun 22, 2005 9:09 am
#57

tag




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Xylos_Kimptar
Wed Jun 22, 2005 7:02 pm
#58

would it be possible to get all of the collected data posted ...... i would like to take a crack at solving the formula (lol it will give me something to do at work)
Mighty-Quiin
Thu Jun 30, 2005 2:24 pm
#59

Just thought this deserved a step up


Great Info ...as of 30th DNA lab still not updated





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



Moakie
Sat Jul 16, 2005 10:43 am
#60

Has anyone tried the BE Tool v0.26 by naMessiah?


I just found it, don't remember where. But you drop the dna and have it predict the stats of the pet. but haven't had the stats of the DNA Template that's displayed above the stats of the pet every change. Wanted to see what DNA templates about would give me what type of pet.


Been calculating it roughly from the dozens of screen shots of all my experimenting I did. But wasn't quite satisfyed with that CL. Now I see why, 'cuz the equation envolves a lot more of the stats than I guessed.






-= I'd rather be riding my motorcycle =-
Namessiah
Mon Jul 18, 2005 3:50 pm
#61


Moakie wrote:

Has anyone tried the BE Tool v0.26 by naMessiah?

I just found it, don't remember where. But you drop the dna and have it predict the stats of the pet. but haven't had the stats of the DNA Template that's displayed above the stats of the pet every change. Wanted to see what DNA templates about would give me what type of pet.

Been calculating it roughly from the dozens of screen shots of all my experimenting I did. But wasn't quite satisfyed with that CL. Now I see why, 'cuz the equation envolves a lot more of the stats than I guessed.





Yep, it's power that seems to get a bit high/low sometimes and, of course, it's this stat that is the most important part in the final CL calculation

There's more info in this thread.



______________________________
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Ni-Tech
Tue Jul 19, 2005 4:29 am
#62

Not sure if anyone noticed but fortitued is attached to hardiness and you cant directly alter it, however fortitued post patch 19 is alterable in the dna and end results in the pet deed.. once tamed stored and recalled the fortitued, accuracy, AND defenses reset to an appropriate level for their CL which in the end result means you cannot control the fortitued (armor) nor the dexterity (accuracy and defenses) what so ever anymore.
REALbp1
Tue Jul 19, 2005 11:05 am
#63






Ni-Tech wrote:

Not sure if anyone noticed but fortitued is attached to hardiness and you cant directly alter it, however fortitued post patch 19 is alterable in the dna and end results in the pet deed.. once tamed stored and recalled the fortitued, accuracy, AND defenses reset to an appropriate level for their CL which in the end result means you cannot control the fortitued (armor) nor the dexterity (accuracy and defenses) what so ever anymore.





Search the forums for 'stat shift'



Ijiamee - Lowca

MCH / MBE / Novice Rifleman
Anarrion
Wed Aug 24, 2005 2:27 pm
#64






Dorelli wrote:

Final.


I have been using, with some success the following formulas to predict pet level at worst case within +/- 6 levels - usually much closer.


x = (9 * hard + fort + 2 * dex + 2 * end + int + clv + dep + courage + 2 * fierce + 30 * power )/100


level = -1E-06x^3 + 0.0011x^2 - 0.0265x + 3.2719


When I craft, I actually switch back and forth between a spreadsheet that gives the calculated values, and the experiment. I put in simulated values to see what the predicted level is before I do it. I was able to make 3 level 69's in a row expecting them to be about level 69-70.


Hope this helps someone.


Dor





Has this CL calculation been improved upon? It's usually off on the low side for me by 1 or 2 CL when I make CL 35ish pets and by 2-4 CL when I make CL70ish pets. I've made several pets that were predicted to be CL 70, but turned out to be CL 66.

Dorelli
Wed Aug 24, 2005 6:16 pm
#65


I have several refinements that I'm personally using but when they were added to the BE tool people did not like it b/c it was not what they were used to and didn't seem to fit as well.


I think that my equations are heavily weighted to the way that I craft as well.


Hereis anotherequationhowever that you can try:


x = (9 * hard + fort + 2 * dex + 2 * end + 2 * int + clv + dep + courage + 2 * fierce + 30 * power )/100


level = 0.0005 * x^2 + 0.0709 * x - 0.3924


And the other one is the same as before but with new constants and a slightly higher weighting to int:



x = (9 * hard + fort + 2 * dex + 2 * end + 2 * int + clv + dep + courage + 2 * fierce + 30 * power )/100


level = -1E-06x^3 + 0.0011x^2 - 0.0337x + 3.4125


And actually I didn't realize that I had changed the weighting on int when I told Nam the new constants to try so oops ... This particular equation gives me an R^2 of 0.9973 which I thought wasn't too bad.


HOWEVER, when i am crafting ... what i do is i have the spreadsheet open and for each recipe I try, I punch in the numbers that come up as I craft. I have it set to predict the index (x) and the level. The first time, I stop (depending on the recipe actually) when it says 70 predicted. Depending on the recipe, this tends to fall either 2 levels short or else it overshoots by 2. I see where it falls short and adjust what I am doing depending on if it falls short by a lot or a little, or overshoots by a lot or a liitle. I refine each recipe so that I know WHAT number to expect THAT recipe to give when I am crafting to get the right level. I might adjust the experimentation, I might adjust the DNA I am using ... depending ...


To give you an example, my dathomir recipes tend to overshoot by 2 while my kashyyk ones tend to fall short by 2 when i start. For a dath recipe, then i will now, when working it up, stop at 68 and hope to get a 70, then keep refining the recipe. For the Kashyyk ones, I stop at 72.5 or so and tend to get a 70 there as well. This seems to indicate some sort of elite/non-elite relationship there or perhaps the weightings are a little off but I have played with it a LOT and I can't get a curve to fit both types of data just by changing the weightings.


As it stands now tho - this is 'good enough' for me at the moment - for using and almost always getting the level I desire, and I therefore am not pushed to make it perfect although I have a few experiments still in mind.


Dor



PS. And speedy Nam has added these to the BE tool ALREADY!!!




Message Edited by Dorelli on 08-25-2005 03:53 AM



Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

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