Bio Engineer Archive
Thread: Please evaluate these DNA templates
I think you may find that no 1-3 will turn out above the CL cap of 70. Try adding some slightly lower level DNA to your CL70-75 samples.
A crit fail on phys in your examples 1-3 may lower fortitude enough to make it a viable pet. I have a crappy crafting tool I use so that I get a crit fail on an exp roll. Unfortunately, it generally turns out that my +14 tool seems to have more crit fails than my junk ones ![]()
It's not really trial and error, it's from alot of data that i've compiled while making pets and stuff. One of the reasons why I chose bio-engineer was because the rest of the game was boring to me. How many times can you go out and kill something/craft/etc. I chose bio-engineer because there was some mystery as to what everything meant, and that interested me. So I chose it and started compiling the data I got with what other people have posted and came up with a semi-idea on how things were going to turn out.
Here's the original post's i used:
Clicky 1
Clicky 2
From those post along with my experiences ive came up with
Health = ( 6.62 * Hardiness ) + ( 1.32 * Dexterity ) + 50
Regen = ( Endurance / 14 ) + ( Dependability / 70 )
Armour = ( Fortitude * 6 )
State Resist = ( Hardiness / 60 ) + ( Intellect / 12 )
Defense = ( 0.17 * Dexterity ) + ( 0.035 * Intellect ) + 4
To Hit = ( Cleverness + 22.673 ) / 4.9047
Critical Save = ( Dependancy + 0.0132 ) / 125.02
Aggro Bonus = ( Courage + 9e-7 ) / 40
Critical Hit = ( Fierceness - 0.0048 ) / 125
Regen Rate = ( Endurance + 13.292) / 1.3202
Min Damage = ( 0.204 * Power ) - 14.5
Max Damage = ( 0.603 * Power ) + 60
As far as the level goes the second link from Dorelli give's a good approximation for low to mid levels but I find it kinda falls apart in some instances at the higher levels. But it does give a good approximation +/- 3 at higher levels.
Index = (9 * har + for + 2 * dex + 2 * end + int + cle + dep + cou + 2 * fie + 30 * pow ) / 100
Level = -0.000001 * index^3 + 0.0011 * index^2 - 0.0265 * index + 3
In most of these cases the values are actually good. For armor, to hit, crit save, aggro bonus and crit hit, the correlation between the attribute and the resulting stat is a linear line. So those should always work. The others are, well they are almost linear and OfficerDibble in the first post came up with some factors to help with that. To come up with my information I usually use their data, along with my own to get a rough estimate on how my pets are going to be.
Don't know about the triplets and twins etc. Just because at the moment it seems that anything less than level 65 or so sucks on equal level creatures. And also because of the apparent maxes on things like, armour, to hit, and defense. Which causes them to shift accordingly upon the 2nd calling to set values for a given level
Damage done = ((To Hit / 150) + (Pet level - target level) / 30)) * ((Max dam + Min dam) / 2) *roughly*
*Note this maxes at the max damage regardless of what the value comes up as*
/worship Ankhesanamun
Wow thanks for the info. Im sorta the same way as you, I'm getting bored with the killing and looting after a year of violence. I guess I'll start logging all the data I compile into Excel to do some analyses as well.
Thanks again.
Well, your predictions were just about perfect. Unfortunately you were also right about #3, it turned out to be lvl 72. I think im getting the hang of what %'s tend to give what CL pet and what CL harvested DNA combines to give a genetic profile. I successfully crafted triplet huurtons with levels 22, 23 and 25 and twin razorcats of levels 41, and 29. I also made a really nasty kima CL 68, vir vur CL 65, and a woolamander CL 67. Now the bad part, waiting for all my babies to grow up. I went from only 2 pets yesterday to 15 today.
MBE/MCH = very cool profs.
Vitussi wrote:
MBE/MCH = very cool profs.