Bio Engineer Archive

Thread: The perfect guide to the perfect 10 (tank pet version)

Kevie
Mon Jan 26, 2004 7:41 pm
#79

tal you're my hero




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

Nemthang
Sat Jan 31, 2004 12:34 pm
#80

Here's another interesting result for the math weenies like me:


HQ - 195-147-194-351-95-59-693-273-31-74


That fortitude of 147 and the 74 power made me think this was going to come out CL11, but I rolled the dice and put it into a Gurreck that came out:


3532 Health - 3227 Action - 2042 Mind


Kinetic 14% Blast 14%


70-75 DMG


Dizzy Strike / Strong Disease


CL10!


Maybe I got "lucky" on the final assembly, don't know.

pnoyes
Sat Jan 31, 2004 9:41 pm
#81





Don't forget people are still somehow coming out with overpowered clones such as ones with 8000 health. I doubt they're going to share how they did that although it does break with the rules which seem fairly established here. it's possible you used some dna from an animal which is causing this flaw in the CL ratings.






I was pretty shocked today when I was fiddling with Merek DNa to make good low level kinetic only tanks. I put in an above average Harvester sample in physique, a 2nd gen lvl15 with KN50%, and a bunch of lvl11 2nd Gen (failed nonch pet...KN and energy only, all else vuln). I experimented physique, prowess, and mental all the way up, got a failure on aggresion (fierceness 97/power 1 at the end). Got this (approximate):


cl9 slice hound

7000/5000/3000 KN50% all else vuln 30-40dmg


Nerf bait most likely. I reproduced the results using a 2nd gen clone in slot 5 and 4 with fireceness/power 34/4 (came out 78/23 on combine).


Not one I would sell without a major disclaimer. I will put up a screenshot when servers are back up...my figures are just from memory but i wrote down the samples basic info. (I am not as scientific as some with fancy databases and what not)
Tal-N
Sun Feb 01, 2004 1:52 am
#82

Don't forget people are still somehow coming out with overpowered clones such as ones with 8000 health. I doubt they're going to share how they did that although it does break with the rules which seem fairly established here. it's possible you used some dna from an animal which is causing this flaw in the CL ratings.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

pnoyes
Sun Feb 01, 2004 2:18 am
#83

moonreft
Tue Feb 10, 2004 5:24 pm
#84

la la la
hoog
Mon Feb 16, 2004 12:11 am
#85

Does this stuff still apply with all the new patches?
IllusivePerson
Mon Feb 16, 2004 6:18 am
#86


I have been making Non CH level 10 Pets ever since the New patch came out and have sold out 3 times now.


Here is what I typically make:


Level 10 Gurrcat


Health 5811


Action 4393


Mind 1324


Kinetic Resist 13%


Blast Resist 13%


Attack Speed 2.17


To Hit .2


Damage 70-75


Spec 1 None


Spec 2 None


Ranged None


Yesterday I made 10 of these, all over 5500 Health and ALL with 13% Resist to Kin and Blast and ALL with 70-75 Damage.


Good luck as it can be done and repeated at these stats


illusive, On Radiant





illusive
Master Bio-Engineer, Master Scout, CH and Pistoleer
Lothor
Master CH, Master Scout, Master Pistoleer
Radiant Server
Planet Corellia,
Kor Vella, City of Justice VENDOR WP ( -2485, 1857 )
Tal-N
Mon Feb 16, 2004 7:38 am
#87

Almost 6000 for that health sounds exactly like the stats which many people had when their pets were made invalid. I'm almost certain with another patch those pets your making will be turned into expensive doorstops. There's powerful and then there's too powerful, just because it can be repeated and can be done at the moment doesn't mean the devs have allowed this to be the new limit. If so it wouldn't explain why pets like this are more powerful than the things like rockbeetles which were CL15 and far almost as powerful as many of the pets which were turned invalid.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Cesaire
Wed Feb 18, 2004 12:41 pm
#88


I just thought I'd share my experience last night using the VD HP HP VD HP method ending in a 2nd gen pet.


I was able to successfully get a cl 10 pet with 5k health, 3k action/mind, 12% kin, and dizzy. Dmg was 30-40 I think.


My hardiness was at 291 and my fortidude was just over 100. I was surprised when it came out cl 10.


So, I think your rules are very important to keep in mind, but I think you can push them a bit

Message Edited by Cesaire on 02-18-2004 11:42 AM



_____________________________________

INA TAHAZI
Grey Haven Fire-Breathing Head Mistress
Anarrion
Wed Feb 18, 2004 2:03 pm
#89






Tal-N wrote:
... If I had to hazard a guess this is evidence of something being broken in the CL rating system....






My guess is that there are still bugs in the code for calculating CL. Of course, I could be wrong. Hard to believe the coderswho were adding pointsto Dependability that were supposed to be added to Courage haven't found all their bugs.
Tal-N
Thu Feb 19, 2004 1:06 am
#90

Now you have to wonder how come everyone else found their pets went over CL10 with the fortitude rising too high and yet your did not. If I had to hazard a guess this is evidence of something being broken in the CL rating system as I did extensive tested with this to find the figures and not even once did the fortitude one change.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Anarrion
Thu Feb 19, 2004 1:45 am
#91

What messed you up is the Psychology slot, in particular, courage = 298. This leads to low attack speed which increasesthe CL.
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