Bio Engineer Archive

Thread: Question about non-special protection

droid327
Wed Jul 07, 2004 4:59 am
#1

Is there a cap to high you can experiment non-special protections? They seem to go up 20% each generation...if I used, say, mutant baz nitch DNA across the board (20% effectiveness against all) and made 4 generations maxing physique on each one, would i end up with a 60% K/E 100% rest pet? =)



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
Kevm
Wed Jul 07, 2004 6:24 am
#2






droid327 wrote:

Is there a cap to high you can experiment non-special protections? They seem to go up 20% each generation...if I used, say, mutant baz nitch DNA across the board (20% effectiveness against all) and made 4 generations maxing physique on each one, would i end up with a 60% K/E 100% rest pet? =)







I believe you can't get effective resists to go higher than the DNA used? Not really sure about effectives since I mostly deal with special resists.


Also, Kinetic and Energy is capped at 60%




Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
Cephalo
Wed Jul 07, 2004 2:28 pm
#3

I have noticed that effective resists are tied to fortitude. It maxes out at 45% before you get to 500 fortitude, then drops to zero after 500 and climbs back up again. In theory, effective resist at 200 fortitude would be the same as with 700 fortitude, but with light armor tacked on. With the way the armor system works, its mathematically similar, as 0 resist with light armor adds about 50% protection against non armor piercing. I haven't tested any of this very thoroughly however.

The armor system in this game is overly complex. It seems to me you could adjust the resistances and damage amounts to get the exact same result, but without the added complexity of armor and amor piercing variables.
MikCroTech
Wed Jul 07, 2004 9:39 pm
#4

Ya effectiveness resists are directly ties to fortitude. Its just that the resists on the template jump by 5% increments. You do however get the difference in the final creature combine. Its basically fortitude / 10 with no rounding off of numbers. And yes when you hit 500 fortitude you get light armor and are back to 0%.


Heres several examples of fortitude/ the resistance displayed on template/ andthe final creature resistance


50 5% 5%

90 5% 9%

149 10% 14%

151 15% 15%

300 30% 30%

498 45% 49%

509 AR1-0% AR1-0%

515 AR1-0% AR1-1%

565 AR1-5% AR1-6%

620 AR1-10% AR1-12%


That goes on a bit and I just made the numbers up from my head, but I'd like to see someone disprove it. There is no resistance bonus for a amazing assembly or anything like that.
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