Bio Engineer Archive
Thread: Odd stuff with resists
Kin: 60
En: Vuln
Bl: 40
He: 40
Co: 40
Ele: Vuln
Ac: 40
I went and checked the DNA lab just be sure I hadn't gone suddenly stupid and confirmed that Heat, Cold and Acid should have been vulnerable. I repeated the experiment with the other two pieces of DNA and came up with the same result.
Before I submit a bug report I wanted to ensure I wasn't misunderstanding the way it's supposed to work and see if anyone else was having a problem.
And that's the part I didn't know. Thanks for the info!
droid327 wrote:
For example, say, you combine a DNA template that gives you a final energy rating of -43%. It will say "vulnerable" on the template, but if you resample and recombine that DNA, it will calculate your next template using the value of -43%, not -99%, so you can get phantom resists resurfacing as the DNA is diluted with other, higher resist samples in subsequent generations.
droid327 wrote:
well thats the rub - in wild DNA, vulns are calculated as -99 special resists. However, in subsequent generations, the results will still say "vulnerable" for any resists under 0. For example, say, you combine a DNA template that gives you a final energy rating of -43%. It will say "vulnerable" on the template, but if you resample and recombine that DNA, it will calculate your next template using the value of -43%, not -99%, so you can get phantom resists resurfacing as the DNA is diluted with other, higher resist samples in subsequent generations.
But that wouldn't really explain why the resists were 40% each over the three stats. If all of your donors have vuln it should stay vuln. If there are enough resists tocancel the-99 I don't really see how it could get up to 40% withoutrealising.
What you are saying is correct, howver I don't think that's what happened in this situation because of the extremely high resists to jump up from vulnerable.
Assuming in the last template it was -1 to all the three stats, then the donor resists would have to be 42 inthe three statsto remove the vulnerability up to a level of 40. Either there's a bug, or something with very high resists has been added by accident, after all it isnt too likely that it was on -1 vulnerability for allthe threestats.
As it was not a one off template, and happened a second time, it is unlikelythat the wrong DNA was added, so I wouldsay itcould bea bug.
The full recipe might help, but if its a bug, it won't matter as the donors couldnt tell us why it came out that way.
Halthron wrote:
Is there a list of what specials don't work on command?
AFAIK only KD doesnt work on command.
Specials such as Force Strike, Area Attack, Poison Spray (i.e. all the decent specials) etc don't carry through to the BE pet due to the unbalance it would cause. Imagine a CL10 pet with poison spray and plague strike?
Since there are so many pets that can trace their background to MH, imagine if Area Combo did come through...
Zadokk wrote:
AFAIK only KD doesnt work on command.
Specials such as Force Strike, Area Attack, Poison Spray (i.e. all the decent specials) etc don't carry through to the BE pet due to the unbalance it would cause. Imagine a CL10 pet with poison spray and plague strike?
Bonestein wrote:
Did you experiment physique on the pet to make AR1 (light armor)? I notice that I have pretty high resists untill I hit the light armor mark, then everything but the kinetic goes away back to 0-10 or vulnerable.
Thanks but I'm familiar with that
Effective resists start going all over due to physical experimentation then drop like arock once you hit armor. Of course, since this was a non-CH pet, armor was the last thing I wanted.