Bio Engineer Archive
Thread: Publish 17, BioE changes (formerly on TC: May 20, 2005... now on TC-Bria)
* Using /sampleDNA will no longer set off your auto attack
* Bio-Engineer Pet Levels should now function properly
* Bio-Engineer Pet Re-sampling should now function properly. Crafted pets should be able to be re-sampled and reused to craft new DNA
* Bio-Engineered creatures should now be usable and have reasonable balance for their level. Crafted pet levels should be appropriate for the stats the crafted creature receives
* Bio-Engineered pets from before the Combat Upgrade should convert to a usable state when called. (Old armor values will be replaced by new ones, appropriate to the creature's level)
* Crafted pets should fight reasonably well for their level
* Fixed an issue where un-balanced bio-engineered pets could be created
* Bio-Engineer Pet Stats fixed to have an effect on function
* Each of the following DNA traits now affect new attributes:
o Hardiness: Health
o Endurance: Health Regen Rate
o Fortitude: General Protection (Base Armor)
o Dexterity: Defense Value
o Cleverness: To Hit Value
o Power: Min/Max Damage
o Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
o Fierceness: Adds a small chance for each attack to be a critical hit.
o Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
o Courage: Aggro generation bonus added to normal attacks.
* This doesn’t reduce the chance the state effect will be applied, but reduces the amount it impacts the pet's ability to fight. Dizzy, for example, makes the pet less likely to hit and more likely to be hit. A dizzy pet with high state resist will fight better in that condition.
Message Edited by lammergeier on 05-24-2005 02:04 PM
Psychopyro80 wrote:
HAHA beat ya to it.
Just givin ya a hard time.
you're lucky I got it posted at all tonight... I was cut from work early.
Well, reading from the CH forum, items from previous patches are included in the next publish notes... so:
lammergeier wrote:
Profession: Bio-Engineer
* Using /sampleDNA will no longer set off your auto attack Already in game
* Bio-Engineer Pet Levels should now function properly ??? ... we will see, depends on what they mean
* Bio-Engineer Pet Re-sampling should now function properly. Crafted pets should be able to be re-sampled and reused to craft new DNA Already in game
* Bio-Engineered creatures should now be usable and have reasonable balance for their level. Crafted pet levels should be appropriate for the stats the crafted creature receives This pretty much sums up the state of the profession. They should be usable. Maybe. Meaning they know all along that they weren't usable. This looks like one of those "left over" patch items.
* Bio-Engineered pets from before the Combat Upgrade should convert to a usable state when called. (Old armor values will be replaced by new ones, appropriate to the creature's level) Broken by the CU (Already in game.)
* Crafted pets should fight reasonably well for their level More vaugery.
* Fixed an issue where un-balanced bio-engineered pets could be created Sounds like a nerf to me.
* Bio-Engineer Pet Stats fixed to have an effect on function Previously stats didn't effect function?
* Each of the following DNA traits now affect new attributes: (In game. Just now they have actually bothered to tell us about it.)
o Hardiness: Health
o Endurance: Health Regen Rate
o Fortitude: General Protection (Base Armor) (Broken still???)
o Dexterity: Defense Value
o Cleverness: To Hit Value (Broken still???)
o Power: Min/Max Damage
o Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
o Fierceness: Adds a small chance for each attack to be a critical hit.
o Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
o Courage: Aggro generation bonus added to normal attacks.
* This doesn’t reduce the chance the state effect will be applied, but reduces the amount it impacts the pet's ability to fight. Dizzy, for example, makes the pet less likely to hit and more likely to be hit. A dizzy pet with high state resist will fight better in that condition.
Artiman wrote:
Well, reading from the CH forum, items from previous patches are included in the next publish notes... so:
lammergeier wrote:
Profession: Bio-Engineer
* Using /sampleDNA will no longer set off your auto attack Already in game
* Bio-Engineer Pet Levels should now function properly ??? ... we will see, depends on what they mean
* Bio-Engineer Pet Re-sampling should now function properly. Crafted pets should be able to be re-sampled and reused to craft new DNA Already in game
* Bio-Engineered creatures should now be usable and have reasonable balance for their level. Crafted pet levels should be appropriate for the stats the crafted creature receives This pretty much sums up the state of the profession. They should be usable. Maybe. Meaning they know all along that they weren't usable. This looks like one of those "left over" patch items.
* Bio-Engineered pets from before the Combat Upgrade should convert to a usable state when called. (Old armor values will be replaced by new ones, appropriate to the creature's level) Broken by the CU (Already in game.)
* Crafted pets should fight reasonably well for their level More vaugery.
* Fixed an issue where un-balanced bio-engineered pets could be created Sounds like a nerf to me.
* Bio-Engineer Pet Stats fixed to have an effect on function Previously stats didn't effect function?
* Each of the following DNA traits now affect new attributes: (In game. Just now they have actually bothered to tell us about it.)
o Hardiness: Health
o Endurance: Health Regen Rate
o Fortitude: General Protection (Base Armor) (Broken still???)
o Dexterity: Defense Value
o Cleverness: To Hit Value (Broken still???)
o Power: Min/Max Damage
o Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
o Fierceness: Adds a small chance for each attack to be a critical hit.
o Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
o Courage: Aggro generation bonus added to normal attacks.
* This doesn’t reduce the chance the state effect will be applied, but reduces the amount it impacts the pet's ability to fight. Dizzy, for example, makes the pet less likely to hit and more likely to be hit. A dizzy pet with high state resist will fight better in that condition.
I like that we know the specifics of what we are experimenting on finally. Maybe it was known previously and I've missed it, but at least I know now. Thetwo critical things that I see missing are the unworkable DNA stats we have been getting and armor pushing cl's of the chart (+140).Just because they aren't in the notesdoesn't mean they aren't fixed. Otherwise, it looks like nothing was fixed, just a little (very useful) information has leaked through.
Are you blind?
the cloning seems to work.
currently, DNA shows no special attacks... I'll ask if this is intended... I'll also check some creatures with specials.
EDIT: it also shows no resists/armor... which is consistent with the new stats.
crafted creatures show:
Volume: 1
Object Creator: player_name
Serial Number: (number)
Difficulty Level:
Health:
Health Regen:
Armor Effectiveness:
To Hit:
Defense Value:
State Resistance: %
Critical Hit Chance: %
Aggro Bonus: %
Damage:
Special Attack 1: ---
Special Attack 2: ---
Ranged Attack: boolean
off to work, will test more later.
Message Edited by lammergeier on 05-21-2005 01:19 PM
it'll take some more testing, but 10k is (if I remember correctly) 60%... with diminishing returns as you approach that value.
still no sign of specials on DNA (though to be fair, no specials on donors, either). I'll resample some clone deeds with specials later.
Dorelli wrote:I'm really really optimistic!! They changed the display for the pets and left in the specials so they must be meaning to add them back in (probably deciding what animal gets what special attack still ?).
I was playing on test center today and was very impressed with the new player tutorial. It was really well done and walked you thru the basics of the game in an amusing way.
I DO miss not having xaq to keep me entertained with funny anecdotes and jokes on bloodfin now that he's gone back to TC
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Well, can't have everything.
Dor
I'll be spending time on Tempest, Bloodfin, and TC... but right now, this is TC time.
also, work and sleep need to be figured in.
also... I'm heading to the cinemall (in abingdon, www.cinemall.com) on monday to see ep3. quite a theater, that one.
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.
these seem to match up to the new display stats on clones... but they're all out of order for the cloning slots.
some of them seem vague or inconsistent...
intellect: specifically noted that no RESISTANCE to states is figured, but rather the degree of the effectiveness of a state. the final clone deed, however, lists a resistance %.
courage: is this a 'taunt bonus'... ie: does this add to aggro (meaning hate) on a target?
I'd like to see movement speed experimentable... not sure where this would fit in (or what it would replace). I'll be testing this more ingame to see what stats are working, and which aren't. movement speed would be a big selling point, I think, for the BioE pet market.
I'm also looking for specials and armor/resists to show up on WILD critters, since this will likely determine the DNA available to push these stats to clones.
I'm really really optimistic!! They changed the display for the pets and left in the specials so they must be meaning to add them back in (probably deciding what animal gets what special attack still ?).
I was playing on test center today and was very impressed with the new player tutorial. It was really well done and walked you thru the basics of the game in an amusing way.
I DO miss not having xaq to keep me entertained with funny anecdotes and jokes on bloodfin now that he's gone back to TC
Well, can't have everything.
Dor