Bio Engineer Archive

Thread: What factors constitute Creature Level

Busukaba
Wed May 12, 2004 6:48 pm
#1

Well, as if you couldn't tell from the title of this post, I'm pretty new to the whole Bio-Engineer thing. I have been playing around with many different types of DNA and thought I got a great combo for a creature. It came out of the crafting station saying it was level 9 and had about 1600 health and action and about 1100 mind, 20%kinetic resist and 14%energy resist and had a stunning strike special. When I tried to train the mighty bearded jax I just made, I was told that the stats were too high for the level indicated and that I'd have to either change the stats or increase the level. Like a fool, I was hoping that it'd only increase to level 10, but it went to level 11, leaving me with a completely useless waste of DNA. To make a long story short, I thought I'd ask the experts on what trends you all have observed on what determines creature level.

Most of the time it doesn't really matter to me because I'm playing with different scores in different categories in the DNA templates. Now that I'm a mighty 1-0-1-0 Bio-Engineer, I'd like to start to make things for other people like me who want a good pet but are not Creature Handlers or dabblers. Please, any help on the subject would be appreciated.


Oh, one more question, while I'm here. I've been playing around with getting DNA from bigger creatures with little to no success. I was tooling around with a few freinds the other day on Dantooine and was trying to get DNA from pickets, quenkers, seething bols, and other stuff we ran across. The toughest thing I managed to get DNA from was a Bol. I tried to sample a seething bol 15 times before it finally decided to try to eat me. Tried 5 different quenker relic reapers and each time they attacked me immeadiately on failure. I figure creature level and DNA sampling level has something to do with this. Is there some sort of guideline for what you can realistically expect to get DNA from? Thanks again


Waivveen
obeewan
Wed May 12, 2004 7:34 pm
#2

Unfortunately, it seems creature level is determined by every single stat on the template you make in unknown degrees....


The only CL10's I've made that remained valid had 1100 ham, hit for 40-50 and little or no resists.


As for sampling Pickets and such, Are you sampling III yet?


Sampling I, yard trash


Sampling II, Humbaba and Gronda level


Sampling III, Sharnaff and Pickett


same for IV.


I'm not sure what the levels are, it's been posted before, at DNA IV though, it's darn near impossible to sample a Blurg, level 50.


Hope this helps a little.





Aesop Pecan
*Perfektion Mini-Mall*
CLOSED~(-3947,-772) Corellia, Tyrena Starport
Busukaba
Wed May 12, 2004 8:12 pm
#3

Gah, that sucks.



Well, I'm at sampling 1 and can do well sampling humbaba and gronda. If I'm really, really lucky, I'll get a sharnaff. I've gotten one out of trying on about 12 or so creatures. I guess also that aggressive creatures will have higher sampling level requirements. I guess I can also assume that there is a creature level cap for harvesting. For example, you can't harvest, even if you're a master, a creature above, say CL50. Guess that's really another question, actually. Other than the obvious Krayt Dragon and Gorax, are there creatures in the game that you can't possibly harvest from?



Waivveen


Busukaba
Thu May 13, 2004 1:55 am
#4

Know what? I finally had the time to read the rest of the poasts here on page one and realize that just about everyone who is a BE has the same issues when dealing with CL 10 pets. I'm just starting out and so can't make the big 6k health pets with giant 60% kinetic resists. I haven't used a pet since I could use my good old trusty Rock Beetle way back when non CH could use some stuff over level 10, so I didn't know about the debates going on about this. Still, It makes no sense to me that I can make a 1st generation pet of 1600/1600/1100 20% kinetic resist 14%energy resist, vulnerable to stun (maybe more, I really don't remember). attack speed of 2.21 and a to hit chance of .21 (I'm guessing this means 21% chance to hit) and doing 70-75 damage with a stunning strike special and have it as invalid while someone who is a Master can sample high level DNA and reduce it through multigenerational sampling so that it still keeps the super high HAM scores and resists and is not an invalid level 10 pet. It's actually upsetting because I thought I made something which kicked ass, but instead sucks ass compared to what higher level guys can get away with and the creature I made is invalid. What a cool game....



Waivveen


obeewan
Thu May 13, 2004 4:22 am
#5

I still have my original level 14 Kaadu, still don't understand why they changed that....



Aesop Pecan
*Perfektion Mini-Mall*
CLOSED~(-3947,-772) Corellia, Tyrena Starport
Devero
Thu May 13, 2004 10:45 am
#6

Hmm.. is it really impossible to sample a Blurgg if I only have DNA sampling IV?


Last weekend, I cleaned out a wild lair.. about 14-15 in all. Never once got aggrod.


And they were the regular, high level Blurggs.


1/2/4/4 BE


Templar1865
Fri May 14, 2004 6:15 am
#7

If you want to bring the CL down in very serious ways, drop the energy resist. For some reason, energy resist seems to factor into the equation very highly, as does armor. I had a CL20 creature with a little energy resist and armor; peeled off the armor and energy resist (pretty simple to do, add one piece of DNA with energy vulnerability in slot 1 and you'll bring it down by about 40% and make sure the fort doesn't go over 500). The resulting creature was CL6 with decidedly uber stats.


So: Drop energy resistance, drop armor, and finally, lower the damage and you should be fine. It looks like the psych stats play little to no role in the CL (you can have dependability of 1000 on a very low CL animal).


Also, first generation clones tend to get "adjusted" when tamed more thanF1+x clones.
Wokka
Fri May 14, 2004 9:37 am
#8

Still the best recipe is 2 voritor dashers and 3 huurton pups, in that order. The voritor samples can't be high quality or it will spill to CL11. The third slot which is for the mind pool should be the best huurton pup sample and the last 2 should be low huurton pup samples. Once you combine, experiment the mind which shouldn't go past 100 INT. Don't raise anything else, just throw away the rest of the experimentation pts. This will typically result in a 3200/3100/2000 ham CL10 which is valid. Sofar, I have never made an invalid pet and I've made hundreds. My stats are 4/2/4/3 right now and I'm starting to have difficulty getting lousy samples in order to make non-ch pets. Out of the 12 samples I had last night, only 4 were above average, all the rest were high quality. All of the HQ ones pushed it to CL11.


Also, if you raise the aggression, the CL goes up, even if it has low ham. The damage on these is usually in the 30-60 range, making them good as tanks that don't steal experience from you.


I have found that if I replace the voritor dashers with other creature DNA that's even lower, the pet comes out much higher (in the cl12-18 range) There's something about the vorts that make this possible. The resists are usually in the 1-10 range so maybe that's why the CL stays so low.


Wokka-wokka
Akelan
Fri May 14, 2004 10:06 am
#9

The Health, Action, Mind, Number and quality/level of resists, the day of the week the samples were collected, and in what order, the color of the sky at 25 degrees north-north-west of the player's place of birth at the time of combining, the depth of the water you stepped in on the way to collect the DNA (NEVER use DNA from Tatooine - the lack of water there makes the pet 2 levels higher than expected) , the quality of the DNA samples, the degree of rotation of the icon of the DNA template when you combine it into the creature, the age of the meat used to make the skin, the tone and color of the flora used, the number of freckles on the BE's face (Rhodans get a -10 to creature assembly based on their lack of freckles) and the name of the CSR you last spoke to about the crafting system bugs.


I haven't worked out the exact formula, but all of these seem to have an equally consistant effect on the eventual level of the creature.


LLan



Templar1865
Fri May 14, 2004 10:41 am
#10

"The voritor samples can't be high quality or it will spill to CL11."


Wokka, do you resample/recycle if you hit one of these 11s? If so, what sort of CL are you seeing after that?
GotharMarath
Fri May 14, 2004 10:45 am
#11

When I am dealing with a possible new DNA template, I always ask my Eyes of Mesra "Oh, great Eyes, will this creature I create be a valid Non-CH creature?"


To which I often get the reply "The future is unclear" or "That path is likely".


It's right about as often as my Master Level guesses tend to be.....





Gothar Marath
I used to keep my nose to the grindstone in hopes of succeeding through hard work and persistance. Unfortunately I have been grinding so long, the stone has burned through most of my face and into the back of my skull.
obeewan
Fri May 14, 2004 11:19 am
#12






Devero wrote:

Hmm.. is it really impossible to sample a Blurgg if I only have DNA sampling IV?


Last weekend, I cleaned out a wild lair.. about 14-15 in all. Never once got aggrod.


And they were the regular, high level Blurggs.


1/2/4/4 BE









Got me, sorry. I've been hit too many times


Sampling III.............at IV BMB Queen


Seemed that way for me though




Aesop Pecan
*Perfektion Mini-Mall*
CLOSED~(-3947,-772) Corellia, Tyrena Starport
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