Bio Engineer Archive

Thread: question on raiseing effective resists

kadore2000
Sun Feb 01, 2004 4:35 pm
#1

started playing with some dna, think slinking kams on Dath, forget offhand its the 30% to all dna


I've hit 32% on the combine, but seems no matter how much put in expermentation it caps at 30, and if lucky on the clone combine might get 2%, seemed before patch I could raise them higher than the initial, but its been awhile since had time to experiment on dna again


anyone had, any better luck, or is it just back to combineing special dna through generations, to get a well rounded resist pet?


so far useing different things have hit 40-60% to all except stun and heat tradeing back and forth getting about 32 on those on 6th generation dna


Kadore Damadred ~ Eclipse
Mirrl
Mon Feb 02, 2004 1:46 pm
#2

Hi Kadore,

At a guess the ffect you we're seeing was the effective resist/armor switch over. On a creature with armor and effective resists like the kamrith defiler you'll see this effect. The clone will start with no armor and low resists. The resists will raise with each experiment until they reach 50. Then you get light armor and the resists go back to 0. Further experimentation will then raise them upto their maximum. (Light armor and 5% resists)



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kadore2000
Mon Feb 02, 2004 5:32 pm
#3

was on the non armored ones, think fort capped at 340 or so, guessing since the dna similar to it was bugged before the hotfix, it just caps at the wild stats, think have pushed most dna as far as I can, from what have seen and tryed, seems are too many things to stop from getting resists across the board over 50


appriciate the reply though


Kadore Damadred
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