Bio Engineer Archive
Thread: Pet project: AR1 and 50% resist all
I've been working on a project to create a pet with at least 50% resists to all as well as AR1, and I've found it to be a daunting task, and perhaps impossible. I can make a few compromises and get close, but I want perfection, dammit! Here are my own requirements:
- Light Armor
- 50%+ resists to all (especially kinetic, energy, heat, acid, and electricity).
- Two different specials (specifics don't matter as much)
- No ranged attack (possibly another with ranged attack, but I want to control it)
- 10k+ health, 8k+ action, 7k+ mind
- reasonable damage for CL (CL * 10)
Fudge factors that are allowed:
- cold and stun (and possibly blast) resists are less important, and so may fall below 50%, but may not become vulnerabilities
I'm finding that this formula is almost impossible to achieve, in part because of the way that special protections combine with effectiveness and vulnerabilties when light armor enters the mix. Even effectiveness with and without light armor interact strangely. Essentially, only the strongest type will count, so 'special protection' will over-ride 'effectiveness with armor' which will over-ride 'effectiveness without armor'. A protection type which is over-ridden counts as 0 in it's slot when calculating aggregate protection percent. In addition, effectiveness cannot rise above 35% on creatures with armor (correct me if I'm wrong on this). This means we are looking at special protection to achieve our goals. This also means that we must count normal effectiveness values as a '0' for combination purposes.
I've stumbled across a fairly easy method of evaluating the suitability of DNA for this project: compute the average special protection values and compare against 50. If the value is < 50, then it will bring down the overall average. If it is > 50, then it will bring up the average. I've identified some selected DNA as being a good starting point:
- mutant rancor: 50.625
- mantigrue reaper: 53.75
- deranged mantigrue: 43.125 (no armor)
- frenzied graul: 33.75
- gronda patriarch: 28.75
You'll note that all of those creatures that have kinetic above 45 have an average far below 50. I can get close to my desired target, espeically if I'm willing to compromise on kinetic and/or energy resists, but I'd rather not do that!
Any ideas or suggestions?
I also note that I cannot get anything like that without experimenting the fortitude >500, and as you said, at that point the resists change seemingly without reason (though I know there must be a formula).
Since you didn't disclose your formula, I'd be interested in seeing how Toxic Merek Battlelord fits in (kinetic is low, though: 40%).
I've stickied the thread and hope some of our more diligent master colleagues (like Sumo or Tal-N) have some thoughts
The formula is pretty straightforward: Count special protections at full rate, count normal effectiveness as a zero, count a vulnerability as -100. Restraint protection does not count either way, as it doesn't show up on the DNA. Add the protections together and divide by 8.
TMB is: 40, -100, 60, 50, 60, 50, 60, 80 ... average = 37.5
... not bad, but the low kinetic and energy vulnerability are killers! (at least as far as this project is concerned).
For your question about the resists flopping back to zero when fortitude exceeds 500, this will be true for normal 'effectiveness' type resits, but not for 'special protection' resists, which is why 'special protection' is the way to go for a project like this.
btw: 40% resist all is trivial:
- mutant rancor in the physical slot
- mantigrue reaper in all other slots
Specials suck for this combination, however.
http://www.imagedump.com/index.cgi?pick=get&tp=28079
Your quest was my quest as well, this is what I ended up with...I got tired of having a pet that could tank bull rancors all day and then get dropped like a rock by Nightsisters...combination of bark mite burrower queen, bark mite burrower, and mantigrue reaper...his damage is kinda low if I remember right, in the 300+ range, but he's first generation and I could still call himwhen the BE pets were under heavy fire, before the hotfix to fix the hotfix...might want to start with one of these and then add more mantigrue or some high-end blurrg with no vulns to try to get the blast up...
To meet your main requirements try the following mix;
- Phy - Bark Mite Burrower Queen
- Pro - Bark Mite Burrower Queen
- Men - Frenzied Graul/Mutant Rancor/Bull Rancor
- Psy - Horned Voritor Lizard
- Agg - Mutant Rancor/Bull Rancor
This should give you resists on the order of Kin 54, En 52, H 81, Elec 85, Acid 56. Blast and cold will end up vuln, stun should get to 5-10% based on experimentation success. Light armor is virtually guaranteed unless you get horrible failures on experimenting, I would expect the specials to end up as either SP/Dizzy or Stun/SD, depending on your luck. If you make the Psy/Agg slots VHQ you should get SP/Dizzy. HAM will easily meet your requirement. If you want to add ranged, put BMBQ or Mantigrue Reaper into Mental (HQ or higher). I would guess final CL will be mid 50s to low 60s but that is very dependent on experimentation success.
I was wondering if you can create 4 pets for me.
I've read some of your post and you seem very knowledged on creating good pets.
I've tried quite a few Master BE and non can fulfill me request.
You are my last hope Obi-Wan Kenobi! : )
Here is my request:
Lvl 35
Armor 1
Resists all 40% or higher ( Acid and Cold can be lower )
Ranged attacks
Damage 350 or higher
Ham 10k
Fedons
City of Salanar, Naboo
Corbontis
I'd probably try this:
phys: bark mite burrower queen
aggr: bark mite burrower queen
ment: horned voritor
psych: horned voritor
aggr: bark mite burrower queen
I've never tried this mind you, lol, but I'd expect that to give you a pretty good result for what you want. Rationale: bmbq is about the only creature I can think of that will give you the resists + armor that you want, so using that at least in phys and aggr is a no-brainer. Since mental doesn't contribute much to the resists, use some dna there that is perhaps a little easier to obtain but doesn't have any vulnerabilities and still has solid resists. Many creatures could be substituted into this slot, I mention horned voritor because it's usually easy dna to find. Putting horned voritor in psych for the same reason as putting it in mental except that also if the strong poison special were to happen to bleed over into the final template that would be a plus
And then of course brbq in the aggr slot to also maintain the resists and armor, and it should dish out a ton of damage.
The downside to this creature is that it's gonna be very high CL, and it's special attacks are likely to be stunning strike and strong disease which is not very desireable. If it were my pet I might be inclined to sacrifice a few resist points to get some more interesting specials. Maybe try grassland voritor tracker in aggr and horned in psych or vice versa.
Fedon,
I'm not replying to you, lol, this thread is a theoretical discussion about the creation of a maximum resist monster, please do not hijack this thread with a sales order. The galaxy trade forum is for that.
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I already send a message to Armok on the side already, soon after i realized i was on the wrong forum.