Bio Engineer Archive
Thread: failures and critical failures.
Up till this morning I've only critical failed (lost all ingredents) 2 templates and 2 final combines.
I don't know what has changed but I'm getting 3-5 failures per experimentation in each template. I've lost DNA in 4 templates and lost templates on 2 final combines. This was in the span of an hour.
I've decided to turn offmy MasterBE title because a true master wouldn't fail this much. If this keeps up I'm closing shop and just making critters for myself and my buddies.
This isn't just any DNA this is 3specific mobs from 3 different planets so I'd guess that I sink 30-50 minutes into each template, depending on my luck of finding the donor creature types.
nah I'm not gonna cry, I'm a good boy !
(?)
Shivash wrote:
I got an amazing success on a jax I made yesterday. I'm a novice BE and was just throwing random DNA at creatures for xp and basically messing around. Most creatures where level 2-4 (jax's and kaadu's in the main ) with the odd 5. The amazing success came out at level 9 with 90-110 attack (poor - 300ish - HA but 900 mind) which I though was pretty good for a novice BE throwing random crap DNA at creatures.
was that making the creature? thats not what i am talking about i am talking about on DNA experimenting.
The only time I get amazing successes, is when I'm trying to get a moderate failure while experimenting to lower the Creature Level.
lol
on experimenting, or on combines for the template?
I've got to say, if I failed that often, I'd probably vomit. Is that the price of mastery, critical failing every 3 templates?
Tracking failures, it is around a 10% chance to have a "Failure" during the experimentation on the template. I usually have 1 per template (10pts of experimentation as a Master). Keep in mind that a "Failure" is just the message returned by the system as a reflection of all the experiementation checks that were made for that point. My current theory is that there are two checks per point - one for each stat in the stat pair. In almost every case a "Failure" raises one stat, lowers the other (and lowers a non-related stat). I think what is happening is that a Crit Fail occurs on the lowered stat and part of crit failing is lowering another stat somewhere else. I have one recorded instance of an "Amazing Success" on an experimentation point. I have one recorded instance of a "Success" on an experimentation point.
The clone combine, I about a 5% occurrance rate. Not all of my templates are high end templates, and I have seen the concerns that high end templates are crit failing too much.... will just have to watch my results and see what happens for me as I start to explore the high end CL's.
I also can't make any claims on the failure rate for lower level BE's (I'm a Master and can't really test Novice or any other skill ranking). However, for me and what i've been doing, they don't seem too burdensome... just annoying. The major problem I have with failures is that if a stat category is maximized anda non-related stat is lowered on failure, the category does NOT allow you to reexperiment to raise that stat again
It is inconsistent with how failures work on non-capped stats, and further compounds the agony of a failure when it occurs late in the template.
Bah stupid forums, didn't mean to post that yet... to continue:
The 10% occurance of "Failures" on a template experimentation point is right in line with the critical failure rate I"m seeing on the clone combine (5%). If there are two checks during the template experiementation point (one for each stat in the pair) then you are in essence experimenting 20 times on a template. The 5% appears as 10% because of this doubling effect.