Bio Engineer Archive

Thread: BE pet crafting

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



Dodasa
Onave pre pub 9 Jedi
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

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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



-Al (+0 Master Bio-Engineer / Master Swordsman and Miner for Hire.)
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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.



"How dare you sleep under the very blanket of protection I provide, and then question the manner in which I provide it. I would rather you just said 'thank you', and went on your way."
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