Bio Engineer Archive
Thread: Pet Crafting Questions
Page 1 of 1
SandeeAggo
Wed Jul 13, 2005 4:25 pm
#1
I'm sure the answers are here somewhere...and i read all the Q/A stickies and posts i could find..but is there a definate answer on how to accuratly determine CL of crafts? I done did went and sampled the lvl 75 Bull Malkloc's and got some what i considered good DNA samples.But i went and dump 5 lvl 75 samples into a template and the outcome was a CL79 pet. Although he looks good in the window , i know it's not worth crap. So, is there a special formula to consistantly make lvl 68-70 pets? or do i gotta go look for them even lvl 70's to sample in order to attempt to make what i want?
I then wanted to make a trio-combo pet for mch's to use for various things they may dabble with. so i set out to create CL 20-25 deeds. my first attempt was to gather straight lvl 25 dna , and it yielded a range of CL11 - 17 deeds. then i went and gathered lvl 35 dna and i actually got 2 pets in my range...and one pet CL27 somehow , and two pets CL17 again....somebody /bonk me !! 
I dabbled with bio engineering back back before the holocrons were used to figure out how to become a jedi, and i swore that when you were experimenting, if you held your cursor over the attribute you were experimenting on , it would give you a little pop up text saying what it would directly effect. so if somebody could re-explain the experimentation blocks (i think i got a couple down due to them being too obvious...). and a quick summary of what ya'll think needs to go into the dna template in which spots.
Thanks for any help in advance guys.
Sandee Aggo
Mighty-Quiin
Wed Jul 13, 2005 6:14 pm
#2
This may help not sure..
Hardiness: Health
Endurance: Health Regen Rate
Fortitude: General Protection (Base Armor)
Dexterity: Defense Value
Cleverness: To Hit Value
Power: Min/Max Damage
Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
Fierceness: Adds a small chance for each attack to be a critical hit.
Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
Courage: Aggro generation bonus added to normal attacks.
Endurance: Health Regen Rate
Fortitude: General Protection (Base Armor)
Dexterity: Defense Value
Cleverness: To Hit Value
Power: Min/Max Damage
Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
Fierceness: Adds a small chance for each attack to be a critical hit.
Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
Courage: Aggro generation bonus added to normal attacks.
Namessiah's Tool
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=100122&view=by_date_ascending&page=1
Page 1 of 1