Bio Engineer Archive

Thread: Armor and Hardiness/Fortitude

Sumorex
Sun Dec 28, 2003 5:44 pm
#1

I know we all agree that 500 Fortitude is the key for locking in Light Armor on a clone, but i finally had an oddity occur which, to me, totally eliminates Hardiness as a factor in determining Light Armor. I only bring this up because Hardiness is almost ALWAYS higher than Fortitude. I hadn't had a single clone come out where Hardiness was below 500 and Fortitude was over 500... until tonight


Its a wasted clone because of the failure that i couldn't recover from (xp point area didn't reopen after a failure in mental hopped to physique to smite my Hardiness).


Hardiness 492
Fortitude 505
Armor: Light


Its not earth shattering, and may have been mentioned elsewhere, but I didn't know where to stick it (it will go into my cloning guide on the next version). So there it is.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

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NocteUrNaal
Sun Dec 28, 2003 5:56 pm
#2

Good to know... I'd be interested in seeing a list of the stats that affect final production. Example:


Fortitude = Health pool


Hardiness = armor if > 500


Dependability = if pet will pick your slobbering butt up from the bar at 2am after you can't find your car...



You get the idea...




Nocte Ur'Naal
master gunfighter \\ teras kasi master

Nephilim
master bio-engineer // master ranger


meroc
Sun Dec 28, 2003 6:23 pm
#3

Nice to get confirmation on it.


Good job Sumo. I wonder if SA's/Ranged are/is effected by the base stat's for the slot they are in,in a similar way tothis? Could explain some of the SA/Ranged randomness...




Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Sumorex
Sun Dec 28, 2003 6:31 pm
#4

Thats one of the things i suspect Meorc. That the specials / ranged follow a weighted value of some stat. It would explain why sometimes, on rare occassions, ranged doesn't show up despite a ranged sample being in Mental.. and why SP1 and SP2 sometimes pop up from the H and A areas.



Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
meroc
Sun Dec 28, 2003 6:38 pm
#5

One thing about SA/Ranged though, I believe that if it does follow a similar system it works off the base, unexperimented stats otherwise you could get, say, the SA1 you want to pop everytime (maybe thats the way it's supposed to work and it's a bug that it doesn't?? *sigh* some documentation would be nice).



Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Sumorex
Sun Dec 28, 2003 6:43 pm
#6

We were in this same boat with Light Armor when we first started.


Started as ALL light armor DNA samples, then to light armor DNA in Phy and getting to 50%, then to Hardiness and fortitude being over 500, then to just Fortitude being over 500 (left out some evolutions).


Might be that there is some value for the specials and ranged to override the norm... we just haven't fiddled with it long enough. Be it pre-experimentation or post-experimentation.... all makes my head hurt thinking of all the clones it is going to track it down specifically with prejudice.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
meroc
Sun Dec 28, 2003 7:03 pm
#7

I think there is 3 main slots for Ranged/SA to work off.


Mental (main ranged marker), Psych (main SA2 marker) and Agg (main SA1 marker).


Sometimes I'll see SA's from Phys or Prow, but thats usually only when there isn't an SA in one of the other slots.


This http://members.cox.net/gammelt/dna1.htmand this http://members.cox.net/gammelt/dna2.htmsupport that theory (though if anyone feels I'm reading it wrong feel free to say so).


SometimesI see the SA from Mental override the Ranged, so even thoughmental isthe main ranged marker, something there can scew things. I'll try and remember to look out for that happening and see if I can see what happened for it to occur.




Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
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