Bio Engineer Archive

Thread: The Non-CH Pet, Facts and Theories

SonGouki
Sat Feb 07, 2004 9:09 pm
#1






















Hey all,


First of all let me start off with a disclaimer, I am not currently a Master Bio-Engineer (I'm 4424 atm). Most of the information that I'm presenting here is based off the volumes of information posted by others, and my (limited) personal experiences. If anything here doesn't sound correct please let me know so I can fix it up.



Preferences for a Non-CH Pet


Before we start discussing how to make a CL10 pet we should first outline what makes a good non-CH pet. Most non-CH pets will be used for PvE, so these pets are usually geared toward that.


So here are some selling pointsfor CL10 pets:



  • Kinetic resists, as high as possible.

  • Good amount of HAM (2000+). Even across all is best, but if it's not possible then concentration should be on the Health bar.

  • One or two good special attacks, such as Dizzy, Knockdown (currently thought to be bugged), and Strong Poison.

  • Attack Power, Speed, and To-Hit are all not that important (though you may want To-Hit to be higher for the specials to actually hit).


Current Known Facts of Creating Pets


In order to determine how to make a good pet we should understand what is already known about the creation process. I don't intend this to be a full guide on the process, but more a collection of facts. For a more detailed examination of this please refer to the FAQs (especially on how Special Protection, Effectiveness, and Vulnerabilities work)


There are 5 slots for DNA Samples in a Generic DNA Template. Each of these slots effect certain qualities of the final Template based on the Samples placed in each and the weights associated to the slots.


The 5 slots, their affects, and their weights are:



  • Physique (weights: 40/25/5/5/25%)


    • Hardiness (affects Health)

    • Fortitude (affect Armor, >500 gives AR1)

    • Resists

  • Prowess (weights: 25/42/17/8.5/7.5%)


    • Dexterity (affects Action)

    • Endurance

  • Mental (weights: 5/10/50/30/5%)


    • Intellect (affects Mind)

    • Cleverness (affects To-Hit)

    • Ranged Attack

  • Psychology (weights: 9/5/26/43/17%)


    • Dependability

    • Courage (affects Speed)

    • Special Attack 2

  • Aggression (weights: 17/16/8.5/16.5/42%)


    • Fierceness

    • Power (affects Damage)

    • Special Attack 1


Okay, so I know the above looks really confusing, but it's out of the scope of this guide to really explain this in-depth. Like I said above, please read up the other FAQs that explain this in greater detail to understand it. I've only put it here as a quick reference.


To generalize it really quickly, basically the weights dictate how the value of a single stat in the Template, controlled by that Slot, is determined by the stat in each of the Slots. Experimenting on a Slot will raise the stats associated to it.


Please note that Special Protections can NOT be experimented on, only Effective Resists are effected by experimentation. Also, when combining Samples, be aware that Special Protections will always override Effective Resists, basically voiding the effectiveness. So if you had a Template with Samples in each of the Slots that had Kinetic resists like 5% special/40% effect/40% effect/40% effect/40% effect, only the 5% special would be transferred into the final Template (which would actually be much lower due to the Physique weights: 5x0.4 + 0x0.25 + 0x0.05 + 0x0.05 + 0x0.25 = 2% Special Kinetic Resists in the final Template). Also, Vulnerabilities on a Sample will lower the total Protections granted by the other samples as well (counts as -99 resist in that slot), so try to avoid this as well.


Also, when experimenting, be aware of the following formulas as well:



  • For each stat pair, the amount of increase per experiment point can be calculated using the formula: stat1 increase = (stat2 / (stat1 + stat2)) x 140
    For example: Hardiness Increase = (Fortitude / (Hardiness + Fortitude)) x 140

  • Health will roughly equal: Hardiness x 18

  • Action will roughly equal: Dexterity x 18

  • Mind will roughly equal: Intellect x 18

  • To-Hit will roughly equal: 0.19 + Cleverness / 1500

  • Speed will roughly equal: (2.5 - (Courage rounded to nearest 10)) / 1000

  • Minimum Damage will roughly equal: Power x 0.8 (round to nearest 10)

  • Maximum Damage equals: Min Damage + 10


Rules for Creating a Pet Within the CL10 Limit


While we currently don't know exactly what determines a pet's level, we do know some things that can push it over the CL10 limit and stuff that will help to keep it below it.


Here's a culmination of what's been found out so farthat keeps the CL below 10:



  • Damage should be in the 40-50 range or lower

  • Do not experiment on Aggression

  • Keep Power lower (especially in the Aggression Slot)

  • Vulnerabilities can help to lower it

  • HAM should be less 4000

  • Hardiness, Dexterity, and Intellect should be less than 250

  • Fortitude should be less than 100

  • Ranged attacks can raise it

  • Special Attacks can raise it (though it seems to be okay to squeeze one in there)

Also, keep in mind that there are limits pertaining to the skin chosen. The skin cannot be Aggressive to qualify for Non-CHs. Additionally all skins have a minimum level, so be aware that not all creatures can be made for Non-CHs (no, you can't have a CL10 Kimogila).


Here's a list of what can be made for Non-CHs:



  • CL2 Minimum:


    • Bearded Jax

    • Durni

    • Eopie

    • Gnort

    • Hermit Spider

    • Kima

    • Krahbu

    • Mott

    • Roba

    • Slice Hound

    • Squall

    • Swirl Prong

    • Vir Vur

  • CL5 Minimum:


    • Bageraset

    • Bantha

    • Blurrg

    • Bol

    • Bolle Bol

    • Bolma

    • Brackaset

    • Carrion Spat

    • Cu Pa

    • Dalyrake

    • Dewback

    • Falumpaset

    • Gualama

    • Guf Drolg

    • Gurnaset

    • Gurrcat

    • Gurreck

    • Ikopi

    • Kaadu

    • Kahmurra

    • Kwi

    • Mawgax

    • Pugoriss

    • Verne

    • Zucca Boar

  • CL10 Minimum:


    • Huf Dun (nice)

    • Razor Cat

    • Veermok


Methods To Achieve a Non-CH Pet


Okay, now that we have all that out of the way, let's get to how we can actually create a Non-CH pet.


Currently, there are three methods:
1) Collect some DNA that meets the above requirements and create the CL10 pet in the first generation with the stats that people will want (very difficult to do).


2) Create a first gen pet with the stats you want (but is above CL10), sample it and combine those samples with some crappy samples to get the pet you want (nice, but resists usually take a hit).


3) Create the pet you want and continually sample/create it to the nth generation until its stats fall in the CL10 range.



Each of the methods has pros and cons, discussed below:


Method 1:
+ Fastest and easiest.
+ Requires minimal resources.
- Difficult to find samples that meet the strict guidelines.
- Difficult to get the desired pet stats.
- Not much flexibility in customization.


Method 2:
+ Not too difficult or long, just need to find the right combination for the first gen.
+ Requires a few more resources.
- Usually forced to lower some stats due to crappy Samples to get the CL at 10.
- Some customization options, but may need to sacrifice in order to accommodate the crappy Samples.


Method 3:
+ Possible to create the ultimate CL10 pet due to generational manipulations.
- Requires a lot of resource, many Samples needed.
- Requires a lot of time to collect the necessary Samples.
- Much planning needs to be done to get to your final ideal configuration for the end pet.



Of all the methods, number 3 is the best in my opinion, but is only for the true mad scientists.


The way it works is, basically every time you sample from a engineered pet the Samples suffer some degradation, which is the only way to lower stats (without critical fails that is). Meaning that if you were to get five samples from the clone and create a new generation* from that, it would be less what the previous generation was in its 10 base stats. However, certain things do not suffer from generational cloning, mainly the Special Protection Resists will remain intact and the Special Attacks will stick. So, while you're lowering the HAM and Attack stats with each generation, 2 of the three desired traits of a CL10 pet are remaining! Once you've dropped a successive generation's stats low enough you can experiment just the Physique, Prowess, and Mental slots back up to raise the HAM and the To-Hit to the ideal amounts. There you go, a perfect pet!


*Note: When you know that you'll be sampling from generations you don't have to keep making the desired end-pet over and over. In fact,many feel that it'sbest to keep feeding the Samples into Gnorts until you are ready to make the desired pet. One of the resons for this is that you'll have a higher chance of extracting multiple samples from a Gnort, thereby reducing loss.








I'd like to thank the entire BE community for the information that contributed to this guide, but most importantly, a big thank you to those that have created the splendid and informative Guides/FAQs stickied on this board.



Thanks,


Message Edited by SonGouki on 02-09-2004 10:50 AM



- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


SonGouki
Sun Feb 08, 2004 9:25 am
#2


/shamelessbump






- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


NancyJ
Sun Feb 08, 2004 10:29 am
#3

I have to disagree, HAM is more important than kinetic resist.
yes right now its possible to make a pet that has 2k ham and 40% kinietic resist, but a pet with 4k HAM and 10 resist is also possible and much better.

2k HAM + 40% resist is effective as 2800 HAM
4k/3k/2k HAM +10% Kinetic resist is effective as 4.4k/3.3k/2.2k
The first pet is only better off on the mind pool, which in PvE isnt that important.

Resists - especially kinetic are weighted more heavily in determining the CL of the pet, pushing the resist high will push the CL too high

Whether either of these builds are valid after the patch still remains to be seen.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Savvon
Sun Feb 08, 2004 11:38 am
#4

Actually I am torn about high kenetic vs. high HAM. I have many creatures that I make and control. Ive been making ones with high HAM and others with lower HAM and higher resist. They both come out extremely well.



For me, it is a tough call.


SomeUser
Sun Feb 08, 2004 12:20 pm
#5

SonGouki,


Nice work bud







Vezek


SDNewton
Sun Feb 08, 2004 4:24 pm
#6

4k HAM is too low, 7-8k,7- 8k, 2-3kand 40% resistance

Thats a good non Ch pet in my opinion.


I also think you underestimate the power of vulnabilityes, especialy energy have to be a vuln.


Skin choosing really s***s all customers want something diferent

Solution is not to choose a skin but just sell dna samples and add the skin that customer request but then the pet is not grown at sale and cant teach it things such as mount ...



Dies / Icaren ingame
SDNewton
Sun Feb 08, 2004 5:37 pm
#7

seems they changed a few things since i made my last round of pets



Now ,your right , 4k HAM and 40% resist is good..





Dies / Icaren ingame
SonGouki
Sun Feb 08, 2004 6:00 pm
#8




Yeah, SDNewton, that pet you mentioned would be considered "illegal" in the next publish.


Also, it's either a 4K HAM 10% Kinetic pet or a 2.5K HAM 40% Kinetic.


As others have pointed out, both have their good points (and no I wasn't saying one was better than the other in the guide). Techinically speaking, the 4KM HAM 10%Kineticpet is the more "efficient" pet. However, when selling a pet to your average Non-CH, the 2.5K HAM 40% Kinetic pet will always be in more demand. So the choice is yours on what to sell, personally I prefer the "easy-sell" over having to constantly "educate" customers as to why my pet is better than this 40% Kinetic pet they saw someone else selling.





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


SonGouki
Sun Feb 08, 2004 6:11 pm
#9


Forgot to mention that I updated the guide to include the tip on using Gnorts for generational cloning.



Also, I'mworking on a theoryabout the Minimum CLs and how the final CL is determined from this.


I'm currently hypothesizing that a BE creature's Minimum CL could possibly be the Base CL for that creature as well and that all other factors that determine CL are actually weighted based on the various stats and added onto this Base CL to determine the final CL.


For example, a Gurrcat (Base CL5)with 35% Kinetic, 5% Energy Special Protections, 2K HAM, 50-55 Damage, and a Knockdown attack gets the final CL of 13. However, a Slice Hound (Base CL2) with the same stats comes out as a CL10.


These are the kind of results I've been seeing with my experiments and I was wondering if others have seen this trend.



Thanks,





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


Eaca
Sun Feb 08, 2004 6:39 pm
#10






NancyJ wrote:

2k HAM + 40% resist is effective as 2800 HAM
4k/3k/2k HAM +10% Kinetic resist is effective as 4.4k/3.3k/2.2k
The first pet is only better off on the mind pool, which in PvE isnt that important.






Thats not how you calculate effective HAM, if it were then 100% resists would only double the damage taken. Effective HAM = HAM / (1 - fraction resisted) so 40%resists would be .4 for fraction resisted, so 2k 40% would be 3.333k and 4k 10% would be 4.444k effective, which is still better. Where this really comes into play is when you add armor. A 2k light armor 60% kinetic resist pet resists 50% of the damage in armor, and another 60% is resisted after that, for a total of 80% being resisted. so 2k light armor 40% pet would be 10k effective HAM, and considerably better than the 4k HAM one. (FYI a probot w/ 800 medum 40% is 5.333k effective HAM to all damage types, something to think about.)
Ajnur
Sun Feb 08, 2004 7:37 pm
#11






NancyJ wrote:
I have to disagree, HAM is more important than kinetic resist.
yes right now its possible to make a pet that has 2k ham and 40% kinietic resist, but a pet with 4k HAM and 10 resist is also possible and much better.

2k HAM + 40% resist is effective as 2800 HAM
4k/3k/2k HAM +10% Kinetic resist is effective as 4.4k/3.3k/2.2k
The first pet is only better off on the mind pool, which in PvE isnt that important.




It depends on your play style. Let's say you have the two pets you mention:



  1. 2k with 40% resist

  2. 4k with 10% resist

If these two pets go up against the same PvE creature that does 100 dps, due to the resists, pet #1 only takes 60 dps (100 - 40%) while #2 takes 90 dps (100 - 10%).


Let's say you use pet stims that heal 500HAM a pop. Each 500 heal on pet #1 prolong's its life by 8.33 seconds (500 / 60 dps = 8.33), while that same heal on pet #2 only prolongs it's life by 5.55 seconds (500 / 90 dps = 5.55). You are going to go through pet stims 50% faster using pet #2 trying to keep it alive.


If your play style is to send the pet into battle to absorb damage for the longest time possible, pet #2 is the better choice. However, if your playstyle is to keep the pet up and fighting as much as possible, pet #1 is better because it uses less stims to maintain and gives you more time between heals.


Personally, I prefer higher resists. Higher resists = less healing.







Master Bounty Hunter - Radiant Galaxy
Unguilded
Army of One - defenses - skill points = Army of 0.5
NancyJ
Mon Feb 09, 2004 1:01 am
#12

IMO the only advantage to having high resists is spending less on pet stims - if the damage is absorbed it doesnt need to be healed.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



SonGouki
Mon Feb 09, 2004 9:06 am
#13

Okay, I did some more testing last night and it looks like the base CL theory may not hold. With the same base samples I was creating CL19 first genGnorts, Slice Hounds, and Gurrcats.


When I got the CL13 Gurrcat the other night it was probably due to one of the secondary stats being too high that I didn't notice.





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


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