Bio Engineer Archive
Thread: The secret to making good non-CH pets?
I made the following pet tonight:
- CL7
- 1665-1306-1019 HAM
- 1.98 speed, 0.23 to hit, 90-110 dmg
- crippling blow special1
- 3% kinetic (no other resists)
Ok, so it's not uber, and it's not near as good as what we used to be able to make, but it's the best I've seen (by a long ways) post hotfix. I also made many, many, many pets that weren't this good, and all of them were in the CL11-CL14 range.
The difference? On the pet above, I had an experimentation failure that set fortitude to 1.
This is just wrong! A stat which is essentially hidden, and has almost zero effect on the creature's performance, accounts for almost half of the CL!!!
Worse, I could only achieve this by having an failure on experimentation. This puts master BEs at a disadvantage when trying to craft good low-CL pets!
The CL11-14 pets started out with attributes in the 40 range, and one experiment point would usually boost it into the 100 range, and the CL along with it. BE don't really have fine enough control to do what needs to be done with low level critters.
Here's what I think should happen:
Add a current CL indicator at the DNA template stage. Give BEs two more experimentation controls:
- boost CL
- reduce CL
On success, these would have a small affect on all stats and move them in the appropriate direction. Failure would work very much as it does now, with some random disruption.
Thoughts?
Armok wrote:
I made the following pet tonight:
- CL7
- 1665-1306-1019 HAM
- 1.98 speed, 0.23 to hit, 90-110 dmg
- crippling blow special1
- 3% kinetic (no other resists)
Ok, so it's not uber, and it's not near as good as what we used to be able to make, but it's the best I've seen (by a long ways) post hotfix. I also made many, many, many pets that weren't this good, and all of them were in the CL11-CL14 range.
I can get these fairly consistently just under 2K HAM with 10-20% resists, but 40-60 dammage. Usually have 1 special sometimes 2.
I get them by not experimenting past 100 in each HAM stat or 300 Total. This is a lot easier if you have lower secondaries, so yes crit failures or failures that lower secondary stas are usefull, but not necessary.
I would be happy with one exp bar behind the filled in ones that would be used to lower that stat. if 1 = filled and 0 = not filled the exp bar would look like this
011000 0's after the filled bars raise that stat. 0's before it lower it.
Because it really stinks to drop one point into mind and have it shoot up to 150, and know you will have to sacrifice health and action to keep the CL down.
Eede
Upon further consideration, we don't even need a *boost CL* control, as the other 5 already do this.