Bio Engineer Archive
Thread: Pets
Lorrowyn
Wed Jun 08, 2005 11:24 am
#66
I like the "won't attack their own kind" thing. Makes it a little more realistic for the animal kingdom.
Thanks for the feedback. I will go test the /tellpet commands tonight when I am done pushing the wheel.
KitiaraMajere
Sun Jun 19, 2005 7:01 am
#67
Is there a link in this forum somewhere that gives detailed instructions on how to create pets (from beginning to end). I was a doctor prior to CU and have respec'd to BE to continue providing meds for my pharmaceutical business. But now that I have the ability to create pets I would also like to get into that part of my field. Any assistance in this matter would be much appreciated. Thanks.
Edit: BTW I have searched all through the stickies and multiple posts but have not succeeded in finding what I need.
lammergeier
Sun Jun 19, 2005 7:19 am
#68
short version:
collect five DNA samples.
make a 'generic DNA template' with the five DNA samples. pray against a critical failure on assembly: crit fails destroy the DNA.
read dorelli's 'predicting pet level' thread.
download namessiah's preliminary calculator.
EDIT: http://namessiah.underlandet.com/PetLevel.exe (clicky broken)
choose a 'skin' for the clone from the 'creatures' tab in a food/chem crafting tool. craft it using the 'generic DNA template', flora, and meat.
compare the calculated stats against the crafted stats.
color it, name it, tame it/resample it/sell it.
watch the stats (to-hit, defense, armor effectiveness) shift to a CL-based value when it is tamed, violating any experimentation you put into the crafting process.
collect five DNA samples.
make a 'generic DNA template' with the five DNA samples. pray against a critical failure on assembly: crit fails destroy the DNA.
read dorelli's 'predicting pet level' thread.
download namessiah's preliminary calculator.
EDIT: http://namessiah.underlandet.com/PetLevel.exe (clicky broken)
choose a 'skin' for the clone from the 'creatures' tab in a food/chem crafting tool. craft it using the 'generic DNA template', flora, and meat.
compare the calculated stats against the crafted stats.
color it, name it, tame it/resample it/sell it.
watch the stats (to-hit, defense, armor effectiveness) shift to a CL-based value when it is tamed, violating any experimentation you put into the crafting process.
Message Edited by lammergeier on 06-19-2005 11:58 AM
lammergeier
Sun Jun 19, 2005 8:06 am
#69
some important things to remember:
Hardiness: Health
Endurance: Health Regen Rate
Fortitude: General Protection (Base Armor)
Dexterity: Defense Value
Cleverness: To Hit Value
Power: Min/Max Damage
Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
Fierceness: Adds a small chance for each attack to be a critical hit.
Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
Courage: Aggro generation bonus added to normal attacks.
why the colors?
GREEN indicates DNA values that correspond with WORKING stats on clones. mostly.
Health is determined by hardiness AND dexterity.
Health Regen Rate list on clone deeds as 10% of the tamed value.
Min/Max Damage is modified by the 'to-hit' of the clone, and the defenses of the target, and the CL difference between the clone and the target.
YELLOW indicates DNA values that correspond with UNKNOWN stats on clones.
State Effect Reduction is listed as State Resistance.
critical hits/saves have not been observed.
Aggro bonus may work... or may not. data to support or refute the value of this stat is difficult to come by.
RED indicates DNA values that can be experimented (and which likely affect the resulting CL), but which DO NOT CORRESPOND WITH THE FINAL STATS ON CLONES.
these values rewrite themselves on taming. the final stats correspond directly with the CL of the clone, and violate any experimentation used in the crafting process.
Hardiness: Health
Endurance: Health Regen Rate
Fortitude: General Protection (Base Armor)
Dexterity: Defense Value
Cleverness: To Hit Value
Power: Min/Max Damage
Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
Fierceness: Adds a small chance for each attack to be a critical hit.
Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
Courage: Aggro generation bonus added to normal attacks.
why the colors?
GREEN indicates DNA values that correspond with WORKING stats on clones. mostly.
Health is determined by hardiness AND dexterity.
Health Regen Rate list on clone deeds as 10% of the tamed value.
Min/Max Damage is modified by the 'to-hit' of the clone, and the defenses of the target, and the CL difference between the clone and the target.
YELLOW indicates DNA values that correspond with UNKNOWN stats on clones.
State Effect Reduction is listed as State Resistance.
critical hits/saves have not been observed.
Aggro bonus may work... or may not. data to support or refute the value of this stat is difficult to come by.
RED indicates DNA values that can be experimented (and which likely affect the resulting CL), but which DO NOT CORRESPOND WITH THE FINAL STATS ON CLONES.
these values rewrite themselves on taming. the final stats correspond directly with the CL of the clone, and violate any experimentation used in the crafting process.
lammergeier
Sun Jun 19, 2005 8:09 am
#70
conservatively:
30% of cloning is broken (red).
40% of cloning doesn't make much sense (yellow).
30% of cloning sorta kinda works in an -ishy way (green).
give it a try, keep checking the forums, and pray for the devs to update the code, based on our various results.
30% of cloning is broken (red).
40% of cloning doesn't make much sense (yellow).
30% of cloning sorta kinda works in an -ishy way (green).
give it a try, keep checking the forums, and pray for the devs to update the code, based on our various results.
lammergeier
Sun Jun 19, 2005 9:00 am
#71
Kaomond wrote:
The link you gave to the calculator is broken![]()
and it's also in dorelli's thread... the clicky to which IS working.
I edited the link to a straight address, since it doesn't want to work with a clicky.
in case anyone missed it:
http://namessiah.underlandet.com/PetLevel.exe
KitiaraMajere
Sun Jun 19, 2005 9:08 am
#72
This is some really great info and thanks for the speedy responses. Now how do I know what gives the best and highest quality DNA samples?
lammergeier
Sun Jun 19, 2005 9:30 am
#73
KitiaraMajere wrote:This is some really great info and thanks for the speedy responses. Now how do I know what gives the best and highest quality DNA samples?
in general:
higher CL, better stats.
the problem? you don't WANT good stats for CL10 pets... and you'll probably make more CL10 pets than anything else.
for starters, grab some flesh-eating chuba DNA. you'll want at least three samples, and you ought to grab enough to make it worth your while, so collect in multiples of three. let's say you want five CL10's... grab 15 samples. then grab 6 more, because (chorus
head out to kashyyyk. run north to the kkowir forest, pass the gate, and bear east and north, past Cyrans the Unfeeling, into the dead forest. look for 'great moufs'. grab some DNA... you'll want two samples for every three samples of chuba... in this case, grab 10 samples, then grab 4 more for good measure. why? (chorus
don't have RotW? don't worry. find some nonaggro mob around CL30. replace 'great mouf' with 'your_favorite_donor'.
head somewhere you won't be disturbed... (chorus
you've got five slots in the schematic.
phys
prow
ment
psych
aggr
put the DNA in like this: slots 1 and 2 (phys and prow), 'great mouf' (or whatever you're using instead). slots 3, 4, and 5, flesh-eating chuba. pray, sacrifice a chicken, do a little dance, whatever suits you. why? because (chorus
time to experiment. start with phys. max it. max out prow. max out ment. if you have anything left, max psych. DO NOT TOUCH aggr... you won't see a significant benefit, and the CL will shoot up dramatically. finish experimenting, whether or not you're out of experimental points.
twiddle your thumbs while the crafting tool does the voodoo that it do so well.
if you said the right magic words, and the stars lined up just right, you should be able to put that template into any skin that doesn't have a minimum CL over 10 and, as emiril might say, 'BAM!'
that's your CL10 recipe, for starters.
EDIT: you should see stats that look like this:
Health: 2800
Regen: 260 (keep in mind that this is the TAMED number... it'll display as '26' on the clone deed)
Armor: don't bother checking this... it'll rewrite to zero.
To-Hit: ...
Defense: ...
State Resist: 25%
Crit Hit: 0.25%
Crit Save: 0.25%
Aggro: 0.4%
Damage: 17-128
Message Edited by lammergeier on 06-19-2005 01:47 PM
Kirachi
Sun Jun 19, 2005 9:39 am
#74
Jus a quick thanx to Lammergeier. :-)
This was like the best answer I have read in a long time. I am so upset with the changes to the BE pet crafting I could jus cry. You jus put it all together and (like Emeril) BAM!
Now if you could only get them to listen you us and please make it special again!
Thanx for trying!
KitiaraMajere
Sun Jun 19, 2005 9:52 am
#75
Theseare some really fabulous answers I am getting from you Lamms.
This information will help out significantly in getting my pet business up and running. Final question. When creating pets who should I cater more to? The Non-CH creature pets or the higher level CH pets? Who is more in need of pets?
Kaomond
Sun Jun 19, 2005 9:54 am
#76
Thanks Lam, i'm currently trying to gather links and information like this for my website which will be dedicated to creature crafting (swgc.guildportal.com) every little bit helps
lammergeier wrote:
Kaomond wrote:
The link you gave to the calculator is broken![]()
and it's also in dorelli's thread... the clicky to which IS working.
I edited the link to a straight address, since it doesn't want to work with a clicky.
in case anyone missed it:
http://namessiah.underlandet.com/PetLevel.exe
lammergeier
Sun Jun 19, 2005 10:24 am
#77
first off, thanks need to go to the folks that have been working in the trenches... from a brawler correspondent that doesn't seem to understand that BioE tailor tissues are NOT part of standard melee combat testing (I jest, but I appreciate the work on TC-Corbantis), to forum-ites who have prodded me with questions, shared data since p17, and regressed numbers, to our former correspondent, who now apparently makes his living as a droid engineer and commando when he's playing SWG.
I'm not going to try to make a comprehensive list of names that deserve thanks... if you've been quoted, clickied, stickied, or read by me, you've got MY thanks, and any list I could make would end up missing someone.
that said? we've still got more work to do... the DNA values/stats listed in yellow above could use some experimental data... though so far it looks like they don't do enough to make them worth worrying about. the red values? dev response looks like our best hope, and I'm not sure (considering the p18 droid changes) that we're going to see substantive comment or change on this.
also... we're still waiting on specials. that'll change the whole process again, and we'll all get to start from scratch.
I'm not going to try to make a comprehensive list of names that deserve thanks... if you've been quoted, clickied, stickied, or read by me, you've got MY thanks, and any list I could make would end up missing someone.
that said? we've still got more work to do... the DNA values/stats listed in yellow above could use some experimental data... though so far it looks like they don't do enough to make them worth worrying about. the red values? dev response looks like our best hope, and I'm not sure (considering the p18 droid changes) that we're going to see substantive comment or change on this.
also... we're still waiting on specials. that'll change the whole process again, and we'll all get to start from scratch.
lammergeier
Sun Jun 19, 2005 10:37 am
#78
KitiaraMajere wrote:These are some really fabulous answers I am getting from you Lamms.This information will help out significantly in getting my pet business up and running. Final question. When creating pets who should I cater more to? The Non-CH creature pets or the higher level CH pets? Who is more in need of pets?
my advice?
there are more nonCH's than CH's. CH's can use nonCH pets, nonCH's cannot use CH pets.
based on these statements: you'll probably sell more nonCH pets than CH pets. since nonCH pets are SEVERELY limited in combat efficacy, you'll probably sell most as true 'pets', or as mounts. true 'pets' will likely be custom orders... knee-high eopies, fluffy bunnies, cats, etc. we don't have any birds, nor any snakes, so prepare yourself for disappointed customers. mounts? right now, sizing-based-on-CL limits the number of nonCH mount skins that can hold a saddle... dewbacks, falumpasets, and brackasets seem to work at CL10.
nonCH's can hold two pets in the datapad, while mCH can hold twenty. CH's have a greater 'demand' for pets than nonCH's. BioE pets can offer advantages over wild tames.
based on THOSE statements: you'll probably sell a number of CH pets. while three female narglatches looks hard to beat (wild tames), you'll probably find a number of CH's interested in CL70 pets. you might find levelling CH's looking for lower CL pets, but I'd imagine that most of these will be custom orders... it'd be hard to predict and stock a vendor with CL12, CL15, CL20, CL25... etc clones to meet every possible CH need.
if you're starting out fresh with pet crafting or selling, I'd definitely recommend making 50 or so CL10 dewbacks, falumps, or bracks... the ingame experience you'll get with sampling, crafting, experimenting, and the overall cloning process will help you when you decide to move the CL target higher.