Bio Engineer Archive

Thread: Determining the CL formula maybe there is a bug, more analysis and latest results

ZardoZap
Sun May 23, 2004 6:41 pm
#1

I have been working on getting together a formula for determing CL and I have come very close BUT with some creatures the CL is 8 or 9 more than determined - normally its if the clone has any "normal" resists. I still haven't cracked the effect of armour yet so if fortitude is over 500 all bets are off (but see later how the formula can still be useful).


I have fine tuned the formulat a bit (but itsstill a work in progress) its:


Step 1 - calculate the effect of the stats


0.25*Hardiness + 0.25*Dex + .2*Int + 2.5*Cleverness + 0.5*Courage + 1.5*Power - this part seems to be pretty constant


Step 2 - calculate the effect of the resists


Then add in resists as follows:


6* Kinetic + 8*Energy + 1* each of the other types.


If a resist is vulnerable subtract 900 (yes 900 but see later ) if its energy and 80 if its any other (I havent tried to calculate kinetic vulnerability)


Step 3 - add the fudge factor


Add a fudge factor of 992 to the total and divide by 100 - you should now be within 1 (and normally on) the cl of the creature - or you will be about 8 (+/- 1) from the creature level


So it seems that if the creature has normal resists (or it may be some other factor but its not specials and/or ranged) you need to add another approximately8 creature levels to the formula, in otherwords the huge -900 for energy vulnerability might only be a -80 like the rest.


Is there a bug?


So I am wondering if the bug is that if the creature only has special resists and an energy vulnerability the system is dropping the cl by a huge 9 levels and it should only be dropping it about 1 level? This might be the bug that allows the 10k 60% Kinetic monsters to be created. And certainly the formula above determines the cl level of these monsters almost spot on every time.


(One caveat - I made a creature of just huurton pup dna and the results were quite different again, oh well, but it does work for the resists of a huge variety of creatures)


So how can I use this formula?


Well the way I use the formula is to create an unexperimented version of my creature and look at the cl.


I then use the formula in step 1 to calculate the limits I can experiment the next version of the creature to in order to hit a target cl.


It works well, expecially as I tend to use creatures with only special resists (and therefore the resists do not change as I experiment up physique).


Anyway some people might find this helpful. I doubt I will be spending much more time trying to fine tune this formula (you reach a point where enough is enough), but if anyone wants it I can let them have my spreadsheet of data and they can take over the baton.


Zardo

NancyJ
Mon May 24, 2004 4:34 am
#2

In my experience, armour usuaslly adds approx 8 levels onto the clone.




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ZardoZap
Mon May 24, 2004 5:27 pm
#3

Yep thats what I had, but its seems to be a bit more complex (sigh).


My working hypothesis is that it doubles the positive resist costs (well that makes sense) and I am getting kinda the right results.


Some of them seem to be 8 off that though - and it tends to be those with energy vulnerability - again my believe that some clones erroneously knock 9cl off a creature with energy vulnerability when they should only knock 1cl off, and it gets corrected when you armour it. But its still not accurate enough for my liking.


Zardo
NancyJ
Mon May 24, 2004 9:04 pm
#4

Ran a few tests with some backpack DNA, most came out 1 cl higher than this system predicted, but the one I made out of yard trash came out CL 10 and the numbers predicted 14.
I think it needs work, I think the 'fudge factor' is probably where the weak area is .
Its interesting that so much weight is placed on cleverness.




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Plageron
Mon May 24, 2004 9:15 pm
#5

Notice how there is no armor on that Razor cat.

Might just be part of the Randomization factor in our equations that created this thing.

Or perhaps there was a hole exploited.(beaking an equation is easy in a system that does not check for illogical values...like unfortunately our crafting system)

Perhaps one of the stats out of the two that determines Health was say maxed out(if its possible to max something) while the other was close to the armor but not maxed out.

This sort of thing could happen via that lame random increase thing from our experimentation and also could happen if specific stats where allowed to be experiemnted on only.

But then...I always felt like we should be able to experiment on one stat only at a time not two.
But I also feel that every time a specific stat is raised beyond a certain(lets call it a thresh hold number) that some other statistic should lower accordingly.



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ZardoZap
Tue May 25, 2004 7:05 pm
#6

1 CL off isn't too bad


Actually its likely that specials etc do impact and I don't have that - all my creatures had specials (I think) and different specials may be differently weighted (they wouldn't give the same weight e.g. to mild and strong poison - would they?) I hope not.


I am, however, definitely missing something with yard trash. I noted the results were all wrong with straight hurrton pup combines (does anyone else find collecting their dna a pain - they keep aggroing me - must be some type of scottish terrier). With the two huttorn pups I was 4 off and 9 off, which is huge - I can only guess its to do with normal resists and it using maybe something to do with fortitude.


But basically you are right with the "fudge" factor and low level creatures which do not have vulnerabilities, the formula just isn't going to give you levels below 9 so I am missing something.


The cleverness thing surprised me as well, but Akelan pointed out in an earlier post there is some sense in the chance of hitting being quite heavily weighted. This is one part I *think* I got right - its relatively easy to keep making the same clone and pump more and more into mental and see how the CL rises. Of course there could be other factors which impact on it which I have failed to take into account - and it most certainly is not perfect, even on my data - of 36 main samples which fit, 11 of them are out by one CL (5 of them low, 6 of them high) - its the best fit I can find.


Of the voritor dasher ones (a further 15 samples) 7 come in 8cl off, 6 come in 9cls off, and 2 come in 10cls off. Thus the "question mark" over the -9CLs attributed to energy vulnerability.


*sigh* - well I knew it wasnt going to be easy.


Zardo




Kevie
Tue May 25, 2004 7:21 pm
#7

the only thing i see missing fromthis equation is that it's been said (in the BE crafting guide) that the CL of the samples is used in determining the CL of the final pet

i also think that armor is VERY important factor in lowering CL if it cannot be attained and you can weed out all the effective resists with vulnerabilities

when you experiment on physical, the effective resists raise also, which would raise the CL outcome..... when armor is attained, the effective resists drop to 0, and armor raises the CL a lot to compensate


also at the final crafting stage, when you have effective resists, they will raise a bit when you finally finish it, i think that's probably the difference in the equation


am i just rambling or am i making any sense?

Message Edited by Kevie on 05-25-2004 10:22 PM




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ZardoZap
Tue May 25, 2004 9:52 pm
#8





the only thing i see missing fromthis equation is that it's been said (in the BE crafting guide) that the CL of the samples is used in determining the CL of the final pet






Hmm good point. I must admit a certain disregard for that section in the advanced guide (You know the bit that starts of with "The short version is we don't really understand the algorithm that is used") but maybe just maybe this might be the "fudge" factor and it would explain why its lower for yard trash creatures. Let me think how I might test this (Darn you got me interested again I was going to let this go!). Using the CL of the underlyingdonors really doesn't make sense to me (surely it should be the end result that counts) but nevertheless let me mull it over...


The resists are important and armour is important as well. Bear in mind its only normal (effective?) resists that alter with fortitude and reset at the 500 level. Its the normal resists that I am still troubled by, but why would the bias (or creature level increase) for a normal resist of,say, 20 (however obtained) be any more than a special resist of 20. Once the creature is made it protects it just as much (or as little). And its the final one that shouldcount, the one that appears on the creature - which is when, after all, CL is determined. Of course I am applying logic here, but you have to assume there is logic to the calculation.


Zardo

XpNsVe
Wed May 26, 2004 5:25 am
#9

Good work! If you come up with a stable formula, send me a message. I'll post it on the BE site!



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