Bio Engineer Archive
Thread: the amazing level 10 that isnt amazing
Presently im mixing a uller stoneclaw and crappy chuba dna in the other 4. I'm getting good stat level 5 to 7 cl level pets with 2500 to 3000 ham ect...
Guys for the love of god how do i nudge up the combat level to 10 should i be trying to experiment somewhere along the line or what. I have pulled some much hair out me head its not funny. I'm down to me eyebrow hair now guys - please post.
zaal
try this ... nice DNA in slots 1 and 2 - chuba in the other 3 ... then experiment physique to the max. I've never used the nice DNA you mention but if it is anything like the voritor dasher DNA that I tried to make level 10's with, you can even try to put 4 nice ones and yucky in the aggression slot. If that bumps it up too much then try yucky-nice-nice-nice-yucky and so on.
I think you'll be wanting in the range of 300 ish for the hardiness maybe as high as 400 depending on what the power is. I was doing something like 300/200 for hardiness/power for the right level.
I know this isn't a BIG help but hopefully it will point you in the right direction ... the aggression slot is going to be the one that pushes OVER level 10 so pretty much always use yucky there, but see how far you can push the other slots to be 'nice' to get the nicest pet you can without going over level 10. You might try doing no experimentation at all to see what teh 'base' is for each mix you do and then just do one point at a time to see the effect.
Hope that helps a little bit.
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=101704
DL 10 Pets - Can be used by anyone not just a creature handler.
Slot 1 - Uller Stoneclaw - Found on Kash in the normal area so no need for hunting grounds etc if you dont have pilot.
Slot 2 - Trash DNA (level 2 ish creatures outside Theed, Coronet etc - Nunas, butterfly drones etc etc)
Slot 3 - Trash DNA
Slot 4 - Trash DNA
Slot 5 - Trash DNA
Max out experimentation as much as possible but DO NOT TOUCH agression, use a skin such as Razor Cat / Dewback and you will get a pet of DL 10 (Non CH) with 3K Health
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=101689
The slots (primarily) affect the final outcome this way:
Physique - hardiness (health)
- fortitude (armor - which resets itself on pet calling)
Prowess - endurance (health regen rate)
- dexterity (defence value - which resets itself on pet calling)
Mental - intellect (state resists)
- cleverness (to hit - which resets itself on pet calling)
Psych - dependability (critical save chance)
- courage (aggro bonus)
Aggression - fierceness (critical hit chance)
- power (min/max damage)
Don't trash those CL11-12s - Nov CH can use them in working up CH so throw them on the bazaar or if you have a vendor, put several in a backpack and sell it as a grinding set. I usually charge 6k for a grinding deed.
floggerSG wrote:
I use any 70+ creature on dath, then fill the rest of the spots w/ lvl4 beetles outside tattoine cities. I then experiment prowess and aggression to the max. Then one or 2 blocks on pshyique prof. Usually comes out around 2k ham, 900ish armor, 300 damage. Pretty good for a lvl10 if you ask me. Takes a bit of practice to get it right, you will trash alot of lvl 11 and lvl 12 pets
floggerSG wrote:
I use any 70+ creature on dath, then fill the rest of the spots w/ lvl4 beetles outside tattoine cities.