Bio Engineer Archive
Thread: Pet Fix On TC Hopefully Live Soon
This is great news for pet crafters.
Profession: Bio-Engineer
Using /sampleDNA will no longer set off your auto attack
Bio-Engineer Pet Levels should now function properly
Bio-Engineer Pet Re-sampling should now function properly. Crafted pets should be able to be re-sampled and reused to craft new DNA
Bio-Engineered creatures should now be usable and have reasonable balance for their level. Crafted pet levels should be appropriate for the stats the crafted creature receives
Bio-Engineered pets from before the Combat Upgrade should convert to a usable state when called. (Old armor values will be replaced by new ones, appropriate to the creature's level)
Crafted pets should fight reasonably well for their level
Fixed an issue where un-balanced bio-engineered pets could be created
Bio-Engineer Pet Stats fixed to have an effect on function
Each of the following DNA traits now affect new attributes:
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.
* This doesn’t reduce the chance the state effect will be applied, but reduces the amount it impacts the pet's ability to fight. Dizzy, for example, makes the pet less likely to hit and more likely to be hit. A dizzy pet with high state resist will fight better in that condition.
Just WOW.
Dependability is a little weird. It doesn't say anything about special attacks either.
I am excited to have a working system again. I hope it works out. It's been really tough to trust these people to make decisions on their own.
Any contact on the correspondent secret area?
Kivrin wrote:
Any contact on the correspondent secret area?
if there were, I couldn't tell you.
I'll be on TC working out the kinks in the new system.
lammergeier wrote:
Kivrin wrote:
Any contact on the correspondent secret area?
if there were, I couldn't tell you.
I'll be on TC working out the kinks in the new system.
JK, thanks lammergeier
lammergeier wrote:
Kivrin wrote:
Any contact on the correspondent secret area?
if there were, I couldn't tell you.
I'll be on TC working out the kinks in the new system.
Sweet, we're getting a fix!!!!!! Not to mention we just got more info about what the various stats do than we've ever gotten from the Devs. That will halp take a lot of guessing out of the crafting.
I'll have to sticky that up so I don't loose the list.
Now we'll just have to come up with stat limits for CL10.
But he would know we would think that, and thus would make that implication just to throw us off the track, so clearly there actually isn't.
Kivrin wrote:
Does that mean if there weren't you could tell us there aren't any, meaning there actually is? /shifty-eyes
Cindal wrote:
Hmmm, fix or bigger nerf to BE pets??? Looks like Non-CH pets will be worthless if you need xp.
Nevermind XP, it means non-CH pets are useless for anything except looks or mounts. Am I the only one who think's it's ridiculous that your pet can steal loot rights from you?
GadonThek wrote:
Cindal wrote:
Hmmm, fix or bigger nerf to BE pets??? Looks like Non-CH pets will be worthless if you need xp.
Nevermind XP, it means non-CH pets are useless for anything except looks or mounts. Am I the only one who think's it's ridiculous that your pet can steal loot rights from you?
Addressing worthwhileness of pets - we find our non-CH pets very useful to draw out a creature from a pack. Just ask them to kill then almost immediately - follow follow to draw them off ... the creature comes running at you - NOT aggro'ing the rest and you can finish him off solo (if you wish).