Bio Engineer Archive

Thread: Lvl 51 Slice Hound -- How does it rate(comments please)

Vorvee
Sat Jun 25, 2005 9:56 pm
#1

I have been working hard to try and hit lvl 50 and my closest so far is lvl 51.


Slice Hound

lvl 51

Health 5098

Armor 3216

State Def 32.6%

Damage 91-372


Should I work to increase the health more and lower the damage or start from scratch.


Thanks


Vorvee
Epichistonian
Sat Jun 25, 2005 11:43 pm
#2

what are teh rest of the stats?



Sarshalus Groundwalker
Give a man a match, he'll be warm for a minute
Light a man on fire, he'll be warm
the rest of his life
QuantumArtist
Sat Jun 25, 2005 11:44 pm
#3


Pretty decent actually. For a level 50 that is.


I've been doing alot of experimentation this week and paying close attention to the stats and maximums. I figure the max stats for a level 70 is around;



Physical Attributes



  • Health- Around 7500-8000

  • Armor- Around 4500-5000

Prowess Attributes



  • Regeneration- Around 80

  • Defense- about 180

Intelligence Attributes



  • Accuracy- Somewhere around 180

  • State Resist- around 30-35%

Psychological attributes



  • Critical Save- around 8-10%

  • Aggro Bonus- Around 30-35%

Power Attributes



  • Critical hit- around 10%

  • Damage- about 150-500

Keep in mind, I think these are the theoretical maximums for a level 70. I've only been testing the new system over the past 3 weeks. These values are only based on my results. Some people may have broken these barriers, though I'm sure most experienced BEs will agree the caps are verynear these values.


Compare your level 50 to these stats and I'd say you have one mean animal for a level 50!




QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
Kaomond
Sun Jun 26, 2005 2:53 am
#4






QuantumArtist wrote:


Pretty decent actually. For a level 50 that is.


I've been doing alot of experimentation this week and paying close attention to the stats and maximums. I figure the max stats for a level 70 is around;



Physical Attributes



  • Health- Around 7500-8000

  • Armor- Around 4500-5000

Prowess Attributes



  • Regeneration- Around 80

  • Defense- about 180

Intelligence Attributes



  • Accuracy- Somewhere around 180

  • State Resist- around 30-35%

Psychological attributes



  • Critical Save- around 8-10%

  • Aggro Bonus- Around 30-35%

Power Attributes



  • Critical hit- around 10%

  • Damage- about 150-500

Keep in mind, I think these are the theoretical maximums for a level 70. I've only been testing the new system over the past 3 weeks. These values are only based on my results. Some people may have broken these barriers, though I'm sure most experienced BEs will agree the caps are verynear these values.


Compare your level 50 to these stats and I'd say you have one mean animal for a level 50!






Those numbers all together maybe a bit high, but seperately with other stats lower will be about right, so far i have found with CL70's i have made they i can experiment them up to 6.6k health, 4.7k ae, 105 to 400 damage, if i try to exp any higher it always comes out as CL72+, so yeah individually them numbers are about right for the caps but all together in one dna template would probably push it over CL70.








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



QuantumArtist
Sun Jun 26, 2005 3:45 am
#5






Kaomond wrote:





QuantumArtist wrote:


Pretty decent actually. For a level 50 that is.


I've been doing alot of experimentation this week and paying close attention to the stats and maximums. I figure the max stats for a level 70 is around;



Physical Attributes



  • Health- Around 7500-8000

  • Armor- Around 4500-5000

Prowess Attributes



  • Regeneration- Around 80

  • Defense- about 180

Intelligence Attributes



  • Accuracy- Somewhere around 180

  • State Resist- around 30-35%

Psychological attributes



  • Critical Save- around 8-10%

  • Aggro Bonus- Around 30-35%

Power Attributes



  • Critical hit- around 10%

  • Damage- about 150-500

Keep in mind, I think these are the theoretical maximums for a level 70. I've only been testing the new system over the past 3 weeks. These values are only based on my results. Some people may have broken these barriers, though I'm sure most experienced BEs will agree the caps are verynear these values.


Compare your level 50 to these stats and I'd say you have one mean animal for a level 50!






Those numbers all together maybe a bit high, but seperately with other stats lower will be about right, so far i have found with CL70's i have made they i can experiment them up to 6.6k health, 4.7k ae, 105 to 400 damage, if i try to exp any higher it always comes out as CL72+, so yeah individually them numbers are about right for the caps but all together in one dna template would probably push it over CL70.










Oh, good point! Forgot to mention that.


One trick I've been playing with is to use lower level DNA for the Psychological stats, since they're benefits are near negligable anyway. I've found that using 75 level DNA on all the other areas and level 50 or even lower DNA for my psychological stats will often net me these ranges on every area EXCEPT the psychological stats. Its nice for making thatvery premium level 65-70combat pet.


Trust me, you wont even notice the loss of the Psychology stats. So use your worst DNA there so you can pump up the other stats and still come out with a nice pet. I've also used this trick with nightspider (level 4) DNA and come up with some great lower level pets!


Just a tip.





QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
novakaine
Sun Jun 26, 2005 1:49 pm
#6


On cl 65-70 pets I've been able to get the health as high as 8900 and state resists up to 100%



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Epichistonian
Sun Jun 26, 2005 6:03 pm
#7






novakaine wrote:


On cl 65-70 pets I've been able to get the health as high as 8900 and state resists up to 100%





did you raise those pets? Typically I can get my pets with deeds that high, but when I raise them, their stats get set down.



Sarshalus Groundwalker
Give a man a match, he'll be warm for a minute
Light a man on fire, he'll be warm
the rest of his life
QuantumArtist
Mon Jun 27, 2005 12:00 pm
#8

My bet is that the physical stats were the only good ones in their DNA. You can do something similar by sampling a Narglatch for the physical stats, and then use utter garbage DNA for all the other stats. The result is a pet with 8000 health, but no armor, regen, defense, attack, and very low damage.


On that note, let me say that 8k health does not a good pet make!


I'll take a pet with about 5k health, 4.5k armor with 65+ regen, and about 100+ defenseover a pet with a monster health pool but garbage defenses any day!


Armor ensures your pet takes less damage, regen allows your pet to replace health in combat (effectively making the healthpool last longer), and defense keeps them from taking hits in the first place. This kind of pet will last much longer in combat then the 8k health only pets I've seen some BEs producing.



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
novakaine
Mon Jun 27, 2005 12:19 pm
#9






QuantumArtist wrote:

My bet is that the physical stats were the only good ones in their DNA. You can do something similar by sampling a Narglatch for the physical stats, and then use utter garbage DNA for all the other stats. The result is a pet with 8000 health, but no armor, regen, defense, attack, and very low damage.


On that note, let me say that 8k health does not a good pet make!


I'll take a pet with about 5k health, 4.5k armor with 65+ regen, and about 100+ defenseover a pet with a monster health pool but garbage defenses any day!


Armor ensures your pet takes less damage, regen allows your pet to replace health in combat (effectively making the healthpool last longer), and defense keeps them from taking hits in the first place. This kind of pet will last much longer in combat then the 8k health only pets I've seen some BEs producing.






Stats from a sample pet:


Lvl 69


Health 8890


Regen 610


AE 3600


ToHit 167


Def 200


State Resist 95%


Crit 4.54%


CritSave 2.68%


AggroBonus 8.32


Dam 85-353


Ranged: yes


I think you will have to agree that there is no yard trash in this pedigree.





FALLEN ANGELS
MANGUS ONE
CORBANTIS

Colonel Imperial Navy
Star of Eriadu - Captain
Banshee 1 Blackwatch
Please offer winnings to my vendor "LOOTGIRL" located at -3947 3859 Naboo
QuantumArtist
Mon Jun 27, 2005 12:44 pm
#10


Oh wow! Look at that defense rate! You're not "inflating" those stats are you? Cause wow!


Is it a2nd or 3rd gen pet? Holy cow, you have to share that recipie with me! I just have to verify this is even possible!

Message Edited by QuantumArtist on 06-27-2005 12:47 AM



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
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