Bio Engineer Archive

Thread: Ferocity notes

furrycat
Thu Aug 19, 2004 7:48 am
#1

Concepts
Once again I'll start with a review of some known concepts which you can see in the BE FAQ. Experienced bio-engineers can skip to the "My Observations" section. Note that the calculations I'm about to talk about might not seem relevant until the end of this article.

We know that the ten creature attributes come in pairs. The physique slot affects hardiness and fortitude, prowess affects dexterity and endurance, mental affects intellect and cleverness, psychological affects dependability and courage, aggression affects fierceness and power.

We also know that the maximum possible value for a given attribute (assuming maximum experimentation) is given by one of five formulae, one for each slot:

Hardiness/fortitude
V = 0.4 x V1  +  0.25 x V2  +  0.05 x V3  +  0.05 x V4  +  0.25 x V5

Dexterity/endurance
V = 0.25 x V1  +  0.42 x V2  +  0.17 x V3  +  0.085 x V4  +  0.075 x V5

Intellect/cleverness
V = 0.05 x V1  +  0.1 x V2  +  0.5 x V3  +  0.3 x V4  +  0.05 x V5

Dependability/courage
V = 0.09 x V1  +  0.05 x V2  +  0.26 x V3  +  0.43 x V4  +  0.17 x V5

Fierceness/power
V = 0.17 x V1  +  0.16 x V2  +  0.085 x V3  +  0.165 x V4  +  0.42 x V5

In each formula, V is the template's value for whichever of the pairs of attributes is being calculated, V1 is the value of the attribute from the sample in the physique slot, V2 is the value from the prowess slot, V3 from the mental slot, V4 from the psychological slot and V5 from aggression.

Furthermore, the initial value (I) of an attribute (before any experimentation) can be derived from the theoretical maximum (M) calculated using the formulae above viz:

        (  M          )
I = M x ( ---- + 0.15 )
( 1000 )

As a practical example, consider the intellect of a voritor dasher/huurton pup combine.

Phy: Voritor dasher (intellect 624)
Pro: Huurton pup (intellect 6)
Men: Huurton pup (intellect 16)
Psy: Huurton pup (intellect 1)
Agg: Voritor dasher (intellect 570)


We would expect the initial value of intellect to be 14 and that it could be experimented up to a possible 68.

Maximum value
  = 0.05 x 624  +  0.1 x 6  +  0.5 x 16  +  0.3 x 1  +  0.05 x 570
= 31.2 + 0.6 + 8 + 0.3 + 28.5
= 68.6

Initial value
         ( 68          )
= 68 x ( ---- + 0.15 )
( 1000 )
= 68 x (0.068 + 0.15)
= 68 x 0.218
= 14.824

In template 03h5p346 I combined such samples and my template came out with intellect 16. While not perfect, the formulae above are quite reliable.

To conclude this review, consider the formula for predicting by how much a stat will increase under experimentation.

          (   A   )              (   B   )
B = 140 x ( ----- ) A = 140 x ( ----- )
( A + B ) ( A + B )

Here A and B are pair of attributes from a given slot, for example intellect and cleverness.

If we experimented on mental in the template above, we would expect intellect to rise from 16 to 68 (cleverness started at 11). That is, assuming the experiment were successful.

          (   16   )
= 140 x ( ----- )
( 16 + 11 )

( 16 )
= 140 x ( -- )
( 27 )
= 140 x 0.59
= 82.96

Since this is above the calculated maximum, we would max out intellect with this experimentation.

My observations
I hypothesised that there was a correlation between the fierceness value of a DNA sample and the ferocity statistic of the sample's donor creature. This would appear intuitively likely.

The following is a table of fierceness values from wild samples in my database along with the ferocity stat of the donor creatures. To simplify matters I show the average values of all samples from creatures with given ferocity.

    +------------+----------+
| Fierceness | Ferocity |
+------------+----------+
| 99 | 0 |
| 140 | 1 |
| 185 | 2 |
| 234 | 3 |
| 279 | 4 |
| 319 | 5 |
| 358 | 6 |
| 416 | 7 |
| 464 | 8 |
| 510 | 9 |
| 554 | 10 |
| 603 | 11 |
| 644 | 12 |
| 781 | 15 |
+------------+----------+

A very clear correlation can be seen between a creature's ferocity and the fiercness value of a sample taken from the creature.

I offer the following very rough formula for predicting the fierceness (F) of a sample from a creature with ferocity f:

F = 50 x (f + 2)

Although this is not a very accurate formula, and one could use regression techniques to improve it, we will see that there is little practical use for this formula, and improving on it is left as an exercise for the reader.

Next I considered generational cloning. The following table shows the hardiness values of some random templates and of samples taken from the pets made with those templates.

    +----------+--------+
| template | sample |
+----------+--------+
| 614 | 614 |
| 154 | 176 |
| 625 | 611 |
| 508 | 499 |
| 154 | 165 |
| 614 | 616 |
| 193 | 186 |
| 350 | 317 |
| 571 | 571 |
| 625 | 609 |
+----------+--------+

While only ten examples are shown above, the same results can be seen in a larger dataset.

As expected, a sample's hardiness statistics are very similar to those of the template from which its donor was originally created. This trend holds for fortitude, dexterity, endurance, intellect, cleverness, dependability, courage and power. The story for fierceness is different, however.

    +----------+--------+-----------+
| template | sample | predicted |
+----------+--------+-----------+
| 491 | 100 | 100 |
| 134 | 100 | 100 |
| 101 | 98 | 120 |
| 23 | 92 | 100 |
| 134 | 98 | 100 |
| 491 | 109 | 100 |
| 40 | 95 | 100 |
| 35 | 90 | 100 |
| 152 | 109 | 100 |
| 101 | 91 | 120 |
+----------+--------+-----------+

In the table above we see that the fierceness attribute of a sample is not correlated with the value of its donor template. It does closely match the value predicted by the rough and ready formula presented above. This leads us to conclude that the fierceness value of a sample taken during generational cloning depends only on the ferocity of the skin used when creating the deed.

For reference, here are the skins we can craft and their ferocity values.

Ferocity 0
angler, bageraset, bantha, bearded jax, blurrg, boar wolf, bol,
bolma, bordok, brackaset, carrion spat, choku, cu pa, dalyrake,
durni, eopie, falumpaset, gnort, gualama, guf drolg, gurnaset,
gurreck, hermit spider, huurton, ikopi, kaadu, kima, kimogila,
kliknik, krahbu, kusak, langlatch, malkloc, mawgax, merek, mott,
piket, pugoriss, roba, slice hound, snorbal, squall, swirl prong,
thune, tybis, veermok, verne, vesp, vir vur, woolamander, zucca boar

Ferocity 1
gronda, gurrcat

Ferocity 2
kwi, razor cat, sharnaff

Ferocity 3
ronto, shear mite

Ferocity 4
dewback, huf dun

Ferocity 5
kahmurra

Ferocity 6
bolle bol, dune lizard

Ferocity 7
bocatt, fambaa

Ferocity 9
narglatch, torton

Ferocity 10
graul, rancor

A common workflow when creating a pet over several generations is to make an early generation from a gnort or other small skin. Because these animals don't take much meat and flora to craft, it's possible to cut down on resource usage for the whole process by using small skins in intermediate stages. Recalling however that a statistic can more efficiently be increased when its partner statistic is high, one might choose to use an intermediate skin with a high ferocity, so that the template made from resulting samples can be experimented to maximum power with fewer experimentation points. This would be meaningful, for example, when aiming to create a pet with high damage.

Note that earlier I stated there is little practical value in being able to predict the fierceness of a sample from a creature with given ferocity. I say this because one can just as easily find out average fierceness values for certain skins as one can their ferocity. For example by searching SWG Creatures or ones own records.

Conclusion
We have seen that the fierceness attribute of a DNA sample is correlated to the ferocity value of its donor creature. We have also seen that this remains true when resampling pet deeds, and that the statistic is not related to that from the template used to craft the deed, as is the case for all nine other attributes. Furthermore we have seen that it may be advantageous to take this into account when aiming to create a multi-generation pet with high damage, by using an intermediate deed with a ferocious skin in the hope of maxing power with fewer experiments.




  |\_/|  
>(o.o)< furrycat ruffles your hair.
( ),
^^ ^^

Kalthas
Thu Aug 19, 2004 10:38 am
#2

Wow man nice work i'm gonna have to look into this Thanks!



Kalthas
Master Slacker
Server- Bloodfin
Seiryuu
Thu Aug 19, 2004 10:42 am
#3

Very interesting.



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darkmeh
Thu Aug 19, 2004 3:51 pm
#4

I think I made a more accurate fierceness formula.


It would apear that fierceness is generated randomly in between a certain range. To find this range, use this:


F =b+ ( 45 x f )


b = a range from 85 minimum to 115 maximum. You could alsouse the average ( b = (85+115)/2 = 100 )

f = ferocity level


I did a search on swgcreatures.com (love that site ), and my formula held true for most instances, except for those odd typoes or jerk posts with very innacurate values (ex :30 fierceness on a graul ). Hope it helps




T Kite' T
Neither Jedi nor Sith...
Simply Cancelled
(nnnnsnn.ggggggggggggggggg)
And so I leave with a post count of perfect vision...




NancyJ
Fri Aug 20, 2004 1:28 am
#5




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darkmeh
Sat Aug 21, 2004 2:43 am
#6






NancyJ wrote:




I couldn't agree more!




T Kite' T
Neither Jedi nor Sith...
Simply Cancelled
(nnnnsnn.ggggggggggggggggg)
And so I leave with a post count of perfect vision...




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