Bio Engineer Archive
Thread: BE pet crafting
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dodz
Wed Mar 31, 2004 12:47 am
#1
when experimenting what do the 4 areas affect?
When crafting a dna template what do the 5 slots affect?
New to bio engineer looking for helpful hints to crafting pets
MasterCHJusttaguy
Wed Mar 31, 2004 5:32 am
#2
Humm .. i think you about have it right .. my notes say this;
Physigue (Health Pool) hardiness, fortitude, armor rating, resistance
Prowess (Action Pool) dexterity, endurance
Mental (Mind Pool & chances to hit) intelligence, cleverness
Psycholgical (this part is really unknown because sometimes it effects different things)
I found that expermenting i see changes in dependability, courage
Aggression ( Damage & Attack Speed) fierceness, power
Hope this helps .. and i may be wrong .. this is what i have seen from my expermenting.
Hehe hope my spelling is right .. no edit button.
Master Bio-Engineer
Master Fencer
CH 0/4/0/0/, Scout 4/0/4/0/, Medic 0/1/0/4/
Wanderhome Server ( Justtaguy )
Albion_DeCrappa
Wed Mar 31, 2004 9:18 am
#3
This is the work of Sumo and some other long gone BEs. It is from before the revamp so I am not completely sure that it is even accurate anymore. But since it's the best thing we have right now I will post it. Maybe some of the more technical problem solvers may want to have a wack at it and start trying to figure the whole thing out again.
--
Physique(Physique * 40%) + (Prowess * 25%) + (Mental * 5%) + (Psychological * 5%) + (Aggression * 25%)
Prowess(Physique * 25%) + (Prowess * 42%) + (Mental * 17%) + (Psychological * 8.5%) + (Aggression * 7.5%)
Mental(Physique * 5%) + (Prowess * 10%) + (Mental * 50%) + (Psychological * 30%) + (Aggression * 5%)
Psychological(Physique * 9%) + (Prowess * 5%) + (Mental * 26%) + (Psychological * 43%) + (Aggression * 17%)
Aggression(Physique * 17%) + (Prowess * 16%) + (Mental * 8.5%) + (Psychological * 16.5%) + (Aggression * 42%)
Health(Hardiness * 18)
Action(Dexterity * 18)
Mind(Intellect * 18)
To-Hit(Cleverness / 1000)
Attack Speed2.5 - (Courage * .001)
Damage(Power * .8)
ArmorIf Fortitude > 500 Armor = Light
ResistsDNA resists < 0 are Vulnerabilities
If any DNA resist is Special or Vulnerable all Effectivnesses = 0, Special and Vulnerability stay the same.
Use Physique algorythm
If any Template resist is < 0 it is a Vulnerability
If Template Kinetic Special > 60 it = 60
If any other Template Special > 80 it = 80
Prowess(Physique * 25%) + (Prowess * 42%) + (Mental * 17%) + (Psychological * 8.5%) + (Aggression * 7.5%)
Mental(Physique * 5%) + (Prowess * 10%) + (Mental * 50%) + (Psychological * 30%) + (Aggression * 5%)
Psychological(Physique * 9%) + (Prowess * 5%) + (Mental * 26%) + (Psychological * 43%) + (Aggression * 17%)
Aggression(Physique * 17%) + (Prowess * 16%) + (Mental * 8.5%) + (Psychological * 16.5%) + (Aggression * 42%)
Health(Hardiness * 18)
Action(Dexterity * 18)
Mind(Intellect * 18)
To-Hit(Cleverness / 1000)
Attack Speed2.5 - (Courage * .001)
Damage(Power * .8)
ArmorIf Fortitude > 500 Armor = Light
ResistsDNA resists < 0 are Vulnerabilities
If any DNA resist is Special or Vulnerable all Effectivnesses = 0, Special and Vulnerability stay the same.
Use Physique algorythm
If any Template resist is < 0 it is a Vulnerability
If Template Kinetic Special > 60 it = 60
If any other Template Special > 80 it = 80
Jaardan
Wed Mar 31, 2004 1:23 pm
#4
I'm fairly new to it too, so some of what I tell you might get corrected by a "veteran". Here goes, though.
Physical-
Hardiness, affects health
fortitude->500=armor
Prowess
Dexterity-action/resists
Endurance-action-resists
Mental-
Intellect-mind, specials
Cleverness-to hit
Psychological-
Dependability
Courage-attack speed
Aggression-
Fierceness
Power-damage
Hope this helps some. To make their HAM higher and keep the pet level lower, I always try to get lower-level dna and experiment with only the stats that affect HAM, leaving the aggression slot alone.
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