Bio Engineer Archive
Thread: SWG Academy of Bio Tecnology Dedicated to gathering knowledge about the crafting of clones
Figured I'd crosspostmy replyfrom the thread "My testtingof the system" by Windscar where he did some testing using Nuna DNA in all slots but one, whichhe filled withhigh level critter DNA:
Someone said that resists are an averagefrom all slots, and that seems to fit pretty well (with some varience due to Exp IMO).
From your experiment it seems that:
Physique : Has some bearing on Special 2
Prowess: Has some bearing on Special 1
Mental : Ranged (anything can give ranged if Exped high enough in this slot, thats almost a given now from other threads)
Pyschological: Has a bearing on Specials and Ranged?
Agressions : Has a bearing on Specials
I get the feeling that you need to experiment the base profile to 50%+for a trait to "come though" semi reliably as well, that could be where some of the randomness other folk are seeing is coming from. It may also be possible to "reinforce" a particular special through to the end combine by adding it to a supporting slot (Physique and Aggression for example to bring a certail SA (sa2?) "through").
*rolls eyes* oh well, to each his own. Personally, I feel like I've gotten to the point where when someone gives me a fairly specific set of requirements for a pet (e.g. CL 30, light armor, knockdown, high energy resist) I can do it given a couple generations of creature cloning. Of course those that want something like that, and want in 15 min later are completely outta luck. It's not like making a shirt. It is nicely complicated, but not outrageously so. But I guess some people need others to hold their hand the whole way rather than think for themselves.
VinSoren wrote:
I'm not a Master BE yet. I'm at 3/3/3/3 (have this odd need to raise my stats evenly...), so after making a couple of clones with the new system I've gone back to grinding. To be honest, I'm kind of glad I'm not a master at this point. I can grind for a while while eveyone tries to trace that long noodle in the spagetti bowl and a new guide to clone building can be written.
meroc wrote:
Arthur: War Gronda missions are around 5.2k I believe, I've sampled them a lot and mixed it with Sharnaff, but you should try Surefoot Brakasets (spel?) on Dath, as they shouldn't be that much harder than WG's and have 60% kinetic
Thanks man, *sigh* I gave up on the gronda thing though, after some other helpful people in the forum pointed out that they had been horribly nerfed
Fortunately, I have found some really excellent creatures on Endor and Dantooine that have 50%+ resists so I make liberal use of those in my clones now
What are the War Gronda stats like? And alas, I'm afraid I won't be running any War Gronda missions anytime soon, I had to completely nuke all combat skills in picking up enough scouting so I could get these high end dna samples. I'm happy with that tradeoff though as I now have an alt who is a combat stud, lol.
Daihlo wrote:
1) Armor in Physique and Prowress (no armor in the other slots)with experimenting to above 49% on Physique gave me armor everytime - even on cl16 level pets
Hmm, now that's really interesting. The other night I did about5 combines where I tried putting armor into physique + prowess + mind and experimented up the pysique well over 50% yet none of them yielded armor on the template. Last night I did about 5 more combines where I tried putting armor into physique + prowess + mind + aggression and this did yield light armor every time. So if you are right, then what that means is that if you should actually *avoid* putting armor into mind unless you also put it into agression. Very very odd. I'll try the physical + prowess thing today.
I dont post much but it certainly seems like we all need to put our heads together to try to form a method out of the chromosmal craziness that has been both super exciting and somewhat frustrating so far for me. So I'd like to share a little experience (vent) in the hopes that someone may benefit from it.
I haven't had the same luck as arthur experimenting with clones to lower the CL so maybe theres some crucial detail i'm overlooking in this area. Arthur - are you using all the samples for your clones when you go back to lower the CL or what exactly is the process that is yeilding successful results?
One thing i have noticed pretty much across the board is that using high or very high quality DNA and putting 2 experiment points into each of the 5 pools seems to yield much more well rounded creatures, maybe better maybe not better. I guess that depends on whether you are looking to get somethign specific or just an overall good pet. I would suggest that if you get the template pretty well down like what you had in mind on the original combine give this a try and see how you like it.
I would like to say also that i have to agree with the person who says that psych. more likely doesnt GAIN you levels rather than taking the CL down, because i find it hard to believe that experimenting on your craft would have an adverse effect unless you fail. What i have seen through my experimenting on psych is that ithas always yeilded a greater chance to hit and attack speed.
I seem to have some pretty good success on animals over about the 35th CL, but on the ones below that specific success seems to be eluding me, with a tendency to allude more to random freakish results that challenge my thinking on all the good results i have had. What i mean is when i make lower level pets they are almost always off-balance in one regard or another. way too much of one ham bar .. the specials from one of the slots i hadnt intended ... etc. In one attempt to make a lv 22 animal i made 24 - 31 - 19 -18 -19 - 27 - and finally 21. Using cloned DNA I got the lower level ones. Curiously the lv 18 had better ham and more damage than the lv 21 i eventually stopped on, with the same specials. I know without posting the method no one will be able tohelp explainthis, but maybe if someone else has had something similar happen we could try to figure out what the deal is.
anyways, very good thread! Hope my little post contributes its share.
Anoh of Hideaway, Dantooine (eclipse)
"What i have seen through my experimenting on psych is that ithas always yeilded a greater chance to hit and attack speed."
Seems to me that Attack Speed comes specifically from Courage, so you seem to be right there. To Hit seems to come from Cleverness, though. Health, Action, and Mind seem to come from Hardiness, Dexterity, and Intellect. Damage comes from Power.
Haven't narrowed down the following, but, if I have samples from one creature with the resists I want and from another with the specials I want, I put dna from the first in the first two slots and dna fron the second in the last three. This seems to fit what most others have found. I would like, sooner or later, to seetest ifresists come mostly from Fortitude and Endurance, and Ranged comes mostlyfrom Dependability.
Specials seem to me to come mostly from Mental. I can't refute that Specials are also dependent on Aggression, as many people seem to believe. I haven't looked closely at the hypothesis that one special comes from Mental and the other from Aggression. Also, I can't refute that Ranged comes from Psych, although sometimes it seems to be a case of 'majority rules'.
Hardiness - Health, Resists
Fortitude - Resists, Health
Dexterity - Action, Resists
Endurance - Resists, Action
Intellect - Mind, specials
Cleverness - To Hit, Specials, Mind
Dependability - Ranged
Courage - Attack Speed, Ranged
Fierceness - Specials
Power - Damage, Specials
Arthur: War Gronda are CL 23, 40% KIN/Blast, 10% ENG/REST/HEAT/COLD. Can't remember for sure but I think the SA's are KD/Dizzy.
If you're on Ahazi give Taipan an email and I'll be happy to run a few missions with you.
If you have a chance, see my experiments in my thread.
I have been very careful to document everything step by step.
You can start to see a pattern if you look at all my data.
I really need some help in analyzing this data.
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=39726
thanks,
Lyyfe'Takr - Master BE, CH on Lowca
ArthurDentOnBria wrote:
But I guess some people need others to hold their hand the whole way rather than think for themselves.
Rather than being insulting to anyone that doesn't agree with your play style, why not drop the game entirely and simply become a REAL bio-engineer?
I don't begrudge anyone playing the game the way that gives them the most pleasure. I just find it interesting that many of the people that complain the most about NOT wanting any instructions on the new system are often spending more time in forums where they can share info with others on figuring out the system.
Here's a happy medium: Some guidance from devs on system basics, and those that don't want the game written out for them in this fashion can simply not read them.
That spreadsheet is awsome! I was looking at it and I'm bored at work, I think I've relized something. I notice that three of the DNA used must've been clone DNA (saw the dependability stat), which I think we can all agree on controls the CL. I also noticed that the cleverness stat (Mind HAM) is zero. Do you think this could be beause the creature is untrained? I mean, reality speaking, it's a blank slate, it has no cleverness, and a HIGH dependability because it's "technically" hasn't been brought into the world yet. So I wonder if the "ancient" species of creatures would therefore yield higher cleverness stats? I'm bored at work staring at the forums wishing I could be testing too, and just thought...hmmm. What do y'all think about this? I'm also curious as to why the fiercness and powertook a nose dive. I'm come to find, and was able to reproduce the results that power directly correlates to damage. I tested this with FG DNA in the agressions spot and then with Merek Death Head DNA in there, the Merek Death Head DNA had a MUCH higher power, and damage showed the difference. I kept all the other DNA the same (FG I believe).
BTW it's great to see everyone working together on this! Nice change from a few months ago where everyone was all pissed
Ka'Mala Mitufu
Master Bio-Engineer
Wanderhome
lotso f comments to make
1... yes.. anything above cl 75 is unsampleable... sorry..
2.. why not be a real bio engineer? well.. i'm in college, studying for a bachelors, then phd with designated emphasis in biotechnology...
3.. i'd like to remind everyone that whenever someone states something, it's more speculation than fact.. for example it seems very clear to everyone that mind is highly tied to ranged attacks.. yet for the physique and aggression doing stuff with Spec attack 1 and 2, even moreso with other slots effecting the specials, we truly don't have SOLID evidence to back up any of the claims about exactly what is going on.. for example.. it was my speculation that armor1 in the phys slot would negate the physique DNA's special attack from sticking, allowing both aggression slot attacks to carry over.. this wasn't tested enough to prove... the same goes for the post about prowess or mind having to do with specials.. we definitely need more tests and like the thing about mind and resists, when we start seeing half the posts confirm a certain idea, then we'll know it's right.
4... i assume talth will sort through it all and combine with confirmation tests and only post what we KNOW on his site.. and if it's only speculation, i EXPECT that he will state it as such. he better.. lol..
5.... mind dropping to 0 with 2nd generation stuff.. well.. we can just toss 1st generation dna into ment instead right? no biggie.
6... it seems very clear, but i can't say for absolutely certain, that the specific stats (those 10 stats on each dna sample) must be atleast a certain amount for some things to stick or for some things to effect things in different ways..
7... sometime, if i get some time, i'll try to compile all of the info from these 5 pages.. but if anyone who has nothing to do wants to do it for me, go ahead... please mark it as very clearly sure.. or speculation... or mark it as "these are the different opinions about whatever" and list what people think about it..
8.. again, thanks for the posts guys. keep up the good work.. granted, i feel really stupid for wanting to drop bio eng (after i make myself some pets) to follow the path to enlightenment, but once i get there, i may grind it back.. *sigh*. heh
Dare to explain about genetic inbreeding Tal-N?
So far my experiments are disappointing to say the least.
Here my test data. I started from Domestic Tusk Cat DNA that had Dex 325 and end 506 (end is ALWAYS 500 for all critters i found so far... from gnort to plains hunter, anybody knows why?).
I made the clone template. Dex dropped to 115 and end to 318. i experimented all the way to top (40% and no more possible) and got 292 in dex and 516 in End.
I created the critter and sampled from it... obtaining (average dna) 253 dex and 558 end.
so -75 to dex and +50 to end.
I went on for second generation using this dna. At dna template creation it started from DEX 89 and END 364. After 40% experimentation (again max) Dex was 252 and End 549.
Made the critter and sampled. Again average result. Dex was now 213 and End 637. -40 in DEX but +80 in END
I'm seeign a trend here?
I went on for third generation and i think i went into a bug bug.
Start is 213 as DEX and 637 as END. in the DNA Template DEX goes down to 23 and END to 393. During experimentation the % stopped at 28 and never rised again even if i got a good success and a great success afterward (3 tries). (also the stats did not changed). so i got after Experimentation 94 of DEX and 472 of END.
After sampling i'm looking at a 81 DEX and a 505 END.. sigh. it is MUCH worse than my initial and DEX always went down...
I'll make more tests on other Stats... i am a 3-2-3-3 Bio eng with 5 experimentation points
Summarization of Experiment:
1) Experimentation "bug" is bad and can ruin my chains of dna inbreeding. This should be solved ASAP.
2)I Tried to Experiment on all Stats but DEX and END are rised only by prowess
3) Dex rises much less than endurance and it was impossible with this dna to get a better DEX result than the original. the more the generation the higher the endurance but the lower the dexterity. Granted the Second Generation DNA had more points than the original wild (original had 831, 2nd gen has 848) still DEX was -112.
4) ALL creatures i found have END 500 and Courage 500. Dependability it is either 750 or 1000 depending on the critter. (Plains hunter, all spineflaps, crazed durni have 1000, all rest that i sampled so far (most species of Rori and Naboo)have 750)
Questions: 1) did you also got similar test results? I suppose not as Tal-N told he was making successes in such a venture.
2) What is the matter with DEX always going down and END going way up? I experimented 40%.. that is not enough to get same DNA as the one i used? I could not have experimented more in any case ![]()
3) Does you noticed the That OTHER positions of DNA affects the Stats. Meaning.. i used Domestic Tusk Cat dna in Prowness and crappy Misc dna in all others (i wanted prowness and did not care a bit about all rest). Did you notice if DEX and END are influenced also by DNA you put in other position but the PROWNESS Slot?
Ok.. this is all for the moment.. i will also make a thread with this info in... as this is 6th page and i wonder if someone read all this far.
Bye!
Volkmar Starlight
Eclipse, First Speaker of Council for Freedom of Informations.