Bio Engineer Archive
Thread: Explaination of some clone stats please (to hit, armor, kinetc etc)
Hi!
Im a near MBE, and I am looking for some explaination of some of the stats on clones.
What I have understood so far from reading these forums:
* The CL is dependant on the Physique stats. But is this the only stat that affects CL?
* Light armor is triggered if some stat (cant remember which) goes beyond 500 and if the dna already contains the possibility of armor. What is the effect of Light Armor? I understand that the best stats + armor = best clone, but is any creature with armor any good?
* Kinetic resistance is good. But what do the different resistances do?
* What does "to hit" affect?
Thanks for enlightenment! ![]()
Ive come to understand that when you sample a clone, the CL of the next clone made from those clone DNAs will be lowered. But I suppose that is the base stats only, b4 experimentation? Wont experimentation in physique counter the lowered CL from sampling a clone? If you dont experiment in physique to ensure that the CL goes, and stays, down, wont the result be a HAM with low health?
Thanks for answering me! I might be near master, but Im a practicing newbie ![]()
Fashionable wrote:
Hi!
Im a near MBE, and I am looking for some explaination of some of the stats on clones.
What I have understood so far from reading these forums:
* The CL is dependant on the Physique stats. But is this the only stat that affects CL?
Undetermined for sure which slots are used to calculate CL. Its not strickly from Physique. It seems only a percentage is based on physique. All slots contribute to CL in some way from my testing. For instance, I have one case where I experimented in the Aggro slot and saw the resistances jump and my fortitude jump for some reason.
* Light armor is triggered if some stat (cant remember which) goes beyond 500 and if the dna already contains the possibility of armor. What is the effect of Light Armor? I understand that the best stats + armor = best clone, but is any creature with armor any good?
Fortitude is the stat you're looking for. I believe light armor is essentially some x% of protection for the pet across the board (on all resistance stats).
* Kinetic resistance is good. But what do the different resistances do?
Protect you from different types of attacks that can attack you. If you inspect your weapons I believe it will list both what type of damage it does and what type damage it does and using which method (kinetics, heat, cold, etc). You're essentially then protecting your pet from that type of damage.
* What does "to hit" affect?
Its a percentage chance of how often your pet will hit the mob it is attacking.
Thanks for enlightenment!
Ive come to understand that when you sample a clone, the CL of the next clone made from those clone DNAs will be lowered. But I suppose that is the base stats only, b4 experimentation? Wont experimentation in physique counter the lowered CL from sampling a clone? If you dont experiment in physique to ensure that the CL goes, and stays, down, wont the result be a HAM with low health?
Not necessarily true. I've gotten the CL to actually be higher in the next generation than the first, using all the same DNA from a single deed. But that was with some experimentation in physique. And yes if the overall stats are down on the final template, the HAM will be lower.
Thank you!
I suppose to hit's maximum value is 1, minimum 0, with 100% chance of hitting the target every time if the value on this stat is 1, and the oposite being true if the value is 0?
Fashionable wrote:
Ive come to understand that when you sample a clone, the CL of the next clone made from those clone DNAs will be lowered.
In general this is true, because most of the time you can't get the stats back up to the way the original creature is. It is not always the case, however. For example I have made a few creature with all level 65 DNA (Bull Rancor) and the final creature have turned out level 68.
My feeling is that it all depends on the stats you get in the end.