Bio Engineer Archive

Thread: Unexpected blast resist showing up after combine

JesusFreke
Tue Jul 06, 2004 9:42 am
#1

On the second generation of a recipe that I use, I'm getting a 9% blast resist, where it should be vuln. according to the formulas I've seen and use.


Here's the blast resists for the first and second generation


1st gen

---------

30% special

Vuln

30% special

30% special

10% effect


which results in a pet that has vuln to blast.


2nd gen

----------

30% special

20% effect

5% effect

Vuln (from first gen)

Vuln (from first gen)


And here, somehow I get a 9% blast resist. I can't remember off the top of my head whether it was a special or effect resist, but I'm pretty sure it's special, because it didn't go up/down when I experimented on physique.


The formula I use to calculate the resists predicts vulnerability

(.4 * 30) + 0 + 0 + (.05 * -99) + (.25 * -99) = -17.7


Has anyone seen something like this before, or have any ideas on why it might be happening?


It doesn't really affect my recipe too much, because I can stick in something with V to blast in the third gen and get rid of it, but I'd like to understand why it happens in the first place.



"There is no spork"
Ychew master rifleman
Thipa master doc, master musician (associate member of Pack - the all bothan guild)
Ymoror Jedi Initiate (29 profs mastered, unlocked on BE)

Drop-off vendor @ -3206 5819 Tranquility, Naboo.
TechnoCan
Tue Jul 06, 2004 10:33 am
#2

Hmm... sometimes similar stuff happens to me too. It might be some chance of mutation maybe... you never know when tinkering with the dna of living things...


May the Force be with you all!

TechnoCan



May the Force be with you all!
TechnoCan
TC: La'crissa, Cadlina, Nadomir
Shadowfire: Galdora Tempest: Kitlanna
Europe-Farstar: Fulba Gorath: T'Ressa
ArthurDentOnBria
Tue Jul 06, 2004 10:40 am
#3


There are two types of resists: effective, and special. The special resists seem to be pretty "well behaved". You get em no matter what and they never change. The effective resists however are subject to change depending on experimentation, and also seem to be "recessive" in that they seem to be lurking back there even when they aren't shown on multi-generational dna.


I'm guessing that the differences you are seeing is due to some effective resists that weren't experimented on in the first gen but were in the 2nd (or vice-versa). To really understand it better though you'd need to post exactly what dna you used in what slots, and how you did the experimentation on both generations.

Message Edited by ArthurDentOnBria on 07-06-2004 10:41 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


JesusFreke
Tue Jul 06, 2004 10:57 am
#4

Yeah, I thought it might just be a random quirk too, but I've gotten that 9% blast consitently for several builds.



As for it being an effective resist, don't effective resists only show through when all 5 samples have an effective resist to that particular dam type? Also, It didn't increase when I experimented on physique either, like effective resists typically do. It hada 9% blast resist immediately after the combine, and still 9% after I maxed physique.


Interestingly enough though.. if the effectiveness blast resist were to show through the special resist, it would be 9-10%, based on the effectiveness of the dna samples.


Your "recessive" analogy seems like it might make some sense though. the hidden effectiveness resist in the first gen dna samples may somehow combine with the 2 effective resists in the 2nd generation, and override the special resist.


I'll try to find another circumstance where this happens, and maybe we can draw better conclusions with 2 cases to look at/compare



"There is no spork"
Ychew master rifleman
Thipa master doc, master musician (associate member of Pack - the all bothan guild)
Ymoror Jedi Initiate (29 profs mastered, unlocked on BE)

Drop-off vendor @ -3206 5819 Tranquility, Naboo.
NancyJ
Tue Jul 06, 2004 11:05 am
#5

Vulnerability is calculated as -99 special protection for the purposes of calcualtion - HOWEVER - on multigenerational clones the exact number is used rather than -99 .
eg. you create a clone that after calculation the figure is -10 so it shows as vulnerable, however the DNA you sample would keep the value of -10 rather than -99

Message Edited by NancyJ on 07-06-2004 07:10 PM




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cid666
Tue Jul 06, 2004 11:32 am
#6

I'm having a similar problem. Although in addition tosome random extra resists showing up,i seem to lose resists down the line.


For example:


I've been sampling seething bol crushers which have 100% stun resists I've been trying to end up witha level 10 pet w 100% stun resist. However, after the 3rd or fourth generation it drops from 100 to 80, even though every sample i put in showed 100 before the combine.


It's fairly irritating.


--Cid666






We can all do more to emit less.

Starsider: Cran Berry Jedi Rifleman, Dingle Berry BE/CM/Chef, Glubeun
Testcenter: Czechoslobaccia TK/Pikeman/Doc

2 accounts cancelled.

--cid666
NancyJ
Tue Jul 06, 2004 1:02 pm
#7



cid666 wrote:
I'm having a similar problem. Although in addition tosome random extra resists showing up,i seem to lose resists down the line.
For example:
I've been sampling seething bol crushers which have 100% stun resists I've been trying to end up witha level 10 pet w 100% stun resist. However, after the 3rd or fourth generation it drops from 100 to 80, even though every sample i put in showed 100 before the combine.
It's fairly irritating.
--Cid666





Now that is odd an unexpected - if you can give me more details then I'll investigate.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



ArthurDentOnBria
Tue Jul 06, 2004 2:22 pm
#8


I'll be testing this theory this week actually. I'm attempting to make some CL 24ish bol-crusher derivatives with 100% stun. And I still haven't completely given up on my idea of getting an armored bol-crusher, lol, we'll see.

Message Edited by ArthurDentOnBria on 07-06-2004 02:23 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


JesusFreke
Tue Jul 06, 2004 3:19 pm
#9

Ahhhhh. That explains it. Thanks NancyJ.



"There is no spork"
Ychew master rifleman
Thipa master doc, master musician (associate member of Pack - the all bothan guild)
Ymoror Jedi Initiate (29 profs mastered, unlocked on BE)

Drop-off vendor @ -3206 5819 Tranquility, Naboo.
ArthurDentOnBria
Thu Jul 08, 2004 9:53 am
#10

Ok, I did 3 generations of bol-crushers last night (wanted to offer some 100% stun creatures on my vendor) and had no such problems. Using all bol-crusher dna


1st gen: 100% stun


2nd gen: 100% stun


3rd gen: 100% stun


Also, since stun is a special protection to the bol-crusher, it made no difference whether I experimented on physique or not.


No worries, all's right in the world, lol.





cid666 wrote:

I'm having a similar problem. Although in addition tosome random extra resists showing up,i seem to lose resists down the line.


For example:


I've been sampling seething bol crushers which have 100% stun resists I've been trying to end up witha level 10 pet w 100% stun resist. However, after the 3rd or fourth generation it drops from 100 to 80, even though every sample i put in showed 100 before the combine.


It's fairly irritating.


--Cid666









ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Cephalo
Thu Jul 08, 2004 1:16 pm
#11

I have definately had special resists decay through multiple generations. I had a pet with 60 kinetic 60 energy, that was too powerful in some areas and i was trying to lower the CL. I had enough samples to repeat the process twice from my first gen as a doner. At the last iteration the resists were 58 kin, 58 energy. Don't know why, I figured it was perhaps a 'good' success rather than a 'great' success.
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