Bio Engineer Archive

Thread: My first level 70, I need feedback...

Busukaba
Wed Sep 15, 2004 5:45 pm
#1

Ok, I have been trying to make a good CL 70 with stun/intim specials for a while now. Always wound up with level 60-63, but I changed up some of the dna and I finally got a level 70. Here are the stats:


health: 12202

action:10820

mind: 13225

AR: 1

Kinetic: 50

Energy: 55

Heat: 87

Cold: 31

Electricity: 81

Acid: 18

Attack Speed: 1.98

To Hit: .64

Damage: 550-560

Special 1: Stunning Strike

Special 2: Intimidation

Ranged Attack: yes


I didn't want the ranged attack, and none of the dna except the prowess actually had a ranged attack, but somehow it came through. Anyway, all criticisms are welcome and give me some suggestions on how to make this better.


Waivveen
Vaelorn
Wed Sep 15, 2004 6:10 pm
#2

You should probably post the DNA you used (type, quality, stats, schematic slot, etc.), and the process in which you used it, if you want the super nerds here to help you improve it.
Inkanissen
Wed Sep 15, 2004 6:35 pm
#3

What about values for Stun and Blast resist?
Busukaba
Wed Sep 15, 2004 6:50 pm
#4

lol, yeah, I guess so.. ok, this is the DNA used:


Generation 1


Mutant Rancor VHQ

Bark Mite Burrower Queen VHQ

Mutant Rancor VHQ

Mutant Rancor AA

Kliknik Dark Warrior VHQ


Generation 2


Mutant Rancor VHQ

Bark Mite Burrower Queen VHQ

Mutant Rancor VHQ

Mutant Rancor HQ

Generation 1


I used the above average DNA so the specials had virtually no chance of going away, since I really wanted the intim/stun. I took a chance on the 2nd gen and the specials came through, but I was really nervous of the specials getting bumped. Well, it's a pretty simple recipie, so tear it apart, fellas


Waivveen
Busukaba
Wed Sep 15, 2004 7:27 pm
#5






Inkanissen wrote:
What about values for Stun and Blast resist?






Unfortunately, the creature has vulnerablilites in stun and blast. I was thinking of usiong a derranged matigrue in there, but, doing a calculation, stun and blast are going to give me major problems because the MR only has effective protection against those two and, as I understand it, the 70% stun and blast that the Mantigrue brings is not enough to overcome the vulnerability that the BMB queen and the Kliknik Dark Warrior breed in. I could be wrong, though, but as I understand it, having a vulnerability cancels out all the effective resists and you have to have a high special protection in your template where it will mathematically overcome the -99 from the vulnerability. I was also worried that my kinetic resist would get even lower. I had a 53% kinetic in 1st gen and it went down to 50 in gen2, and I was afraid that it would go even lower.


You know... there is just too much to concentrate on when making these big pets...


Waivveen
droid327
Wed Sep 15, 2004 11:49 pm
#6

well other than a little funky balance on the HAM i'd say this pet is pretty much all you could ask for....and it better be for all the MR you stuck in it, a 3xMR recipe is always going to be a risky proposition =)



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
Busukaba
Thu Sep 16, 2004 10:31 am
#7






droid327 wrote:

well other than a little funky balance on the HAM i'd say this pet is pretty much all you could ask for....and it better be for all the MR you stuck in it, a 3xMR recipe is always going to be a risky proposition =)







Ya, you know, I put 1 point of experimentation in mental in generation 1 to get to a .6 or higher to hit and no points in gen 2. but the mental still skyrocketed. I didn't pay attention to the mental attributes of the samples I was putting into the second sample, only the physical ones so maybe that was the reason. Perhaps in the future I'll not put any experimentation in mental and hope that the to hit reaches .6 on its own.


Speaking of HAM scores, anyone know how I can beef up my health? My target for this guy was 13k or higher. Is high HAM like that just a product of the health attribute scores of the dna you use? In other words, say I had two samples of dna and one had a hardiness of 850 (do samples go this high?), fortitude of 750 and the other had a hardiness of 775 fortitude of 750, would I be able to get the same type of results from the 775 sample through experimentation, or is it in no way possible for the two to equal each other?


Waivveen

ArthurDentOnBria
Thu Sep 16, 2004 10:59 am
#8


you should refer to this thread in the FAQ.


http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=70471#M70471


But in summary, the health of the final animal is derived solely from the hardiness on the template, and the hardiness on the template is derived from a formula which takes into consideration the hardiness of all 5 dna samples to varying degrees (certainly the one in slot 1 has the greatest impact). You can, in fact improve the hardiness over the original donor(s) through experimentation, but only to a very limited degree (there is a formula for that in the thread also). So if you want high health, you'll have to put dna with very high hardiness in slots 1,2,5, and experiment up the physique as high as it will go. I think the reason why you see many CL 70 combines have relatively weak health and damage (as compared to a mutant rancor) is because people tend to put gimped dna into slot 5 in order to get the specials they want.








Busukaba wrote:



Speaking of HAM scores, anyone know how I can beef up my health? My target for this guy was 13k or higher. Is high HAM like that just a product of the health attribute scores of the dna you use? In other words, say I had two samples of dna and one had a hardiness of 850 (do samples go this high?), fortitude of 750 and the other had a hardiness of 775 fortitude of 750, would I be able to get the same type of results from the 775 sample through experimentation, or is it in no way possible for the two to equal each other?


Waivveen







Message Edited by ArthurDentOnBria on 09-16-2004 11:00 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Busukaba
Thu Sep 16, 2004 11:36 am
#9

Ah! indeed, I had terribly low dna in slot 5 for gen 1 to get the specials. The gen 1 pet wound up with only a little over 10k health because of it after full experimentation. This one a little over 12k with full experimentation. Good stuff to know, though and I thank you for the break down. Guess I should refer to the FAQ for more than just calculation of resists, to hit and attack speed numbers...


Waivveen
Vaelorn
Thu Sep 16, 2004 1:10 pm
#10

One thing I have noticed in my limited DNA sampling experience, is that the HAM on the target creature is directly related to the stats on the DNA that you get.


For example, if I'm looking to get a lot more health than action and mind, and I have a mission lair for my target donors, I will look at all of the creatures currently out around the lair and pick the one with the highest health in their HAM bars and sample him first. If you take a sample from a donor with high health, and compare it to a sample from a donor that has low health, you can see the difference in Hardiness and Fortitude on the DNA. This seems to be the case with all three HAM bars, so sampling DNA may be more complicated than "creep up to a_savage_mutant_donor_creature and sample his DNA"; you may want to try "creep up to a_savage_mutant_donor_creature with high health and action bars instead of the one with low health and high mind".


Basically, just by looking at the donor's HAM bars you can see which ones have higher DNA stats in certain areas.
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