Bio Engineer Archive

Thread: my two newest creations

EggyNSassy
Sat Feb 07, 2004 5:16 am
#1

Hello everyone, just thought I'd share two of my newest pets, both are made from a different mixture of pets, from bark mite burrower, and graul maulers, to merek death heads, and arachane warriors. I was pretty much just experimenting with them and didn't really think I'd end up with the final creatures that I got.



Name:Slayer (Angler)
Level:37

STATS:
------
Health9276
Action8486
Mind8037
Attack Speed2.17
Damage Min.360
Damage Max.370

Ranged Attack:No

Attack 1:StunningStrike
Attack 2:StrongDisease

Armor Type:Light

RESISTS:
--------
Kinetic33
Blast0
Cold57
Acid57
Energy33
Heat57
Electricity0
Stun0


Name:Toxic (Hermit Spider)
Level:27


STATS:
------
Health9025
Action8701
Mind9707
Attack Speed2.17
Damage Min.370
Damage Max.380


Ranged Attack:Yes


Attack 1:None
Attack 2:BlindingStrike


Armor Type:None


RESISTS:
--------
Kinetic28
Blast0
Cold0
Acid43
Energy0
Heat38
Electricity38
Stun12


Toxic was the last one made, I only have 3 points to experiment with at the moment, and fortitude was at 491, last point critical failed, but anyway, I'm only BE 4/2/4/2, what do you guys think so far?
LordMammon
Sat Feb 07, 2004 5:21 am
#2

Personally, i think those pets are pretty good for your level. Just wait till you hit master and those stats will increase dramatically. Although I will say the kinetic rez needs some work. But just my opinion. All things said and done, Good Job.
Sooty
Sat Feb 07, 2004 6:36 am
#3

Agree with the above poster, for your level they are very nice creations. You'll probably find that your creatures get better in the future more from better dna samples (quality goes up markedly at master) than from more experimentation. I don't think many MBE use anything like all their exp points when making clones, usually less than half in my experience.
EggyNSassy
Sat Feb 07, 2004 6:45 am
#4

I've seen on a few posts, that Prowess is the place to experiment on to raise resists up isn't it? for me it used the three points I had to get light armor on a pet, and nothing else left to use on Prowess, then I worried when I did get light armor, and still had a point left if using it would raise the CL on the creature any, still alot of things I have to experiment on and figure out.
PluG
Sat Feb 07, 2004 8:24 am
#5

Physique raises resists and armor, when you experiment in physique watch the fortitude, if it reaches 500 or more it will get light armor.



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Epak wuz here
Sooty
Sat Feb 07, 2004 2:08 pm
#6

As PluG says, Physique is where you experiment to get armor. He is partially correct when he says this increases resists as well. This is where it gets a little complicated


The original creature a samplecomes fromcan have some resists marked as Special Protection, some as Effectiveness and some as Vulnerable. Now, this doesn't show on the sample atm, so you need to either make a note when you take the sample by examining the doner, or check out a site like www.swgcreatures.com for the details. How the resists react to experimenting depends on what type they are:


1) If any one of the samples used has a special effectiveness for a particular resist, that resist will NOT react to experimentation. E.g. If you use Graul dna in any slot, then kinetic resist will not be changed by experimenting since grauls have 50% special effectiveness kinetic resist.



  • The calculation for expected resist is (0.4*Physique sample resist) + (0.25*Prowess sample resist) + (0.05*Mental sample resist) + (0.05*Psychology sample resist) + (0.25*Aggression sample resist).

  • Effectiveness resistances arecounted as 0 inadding up the resists on the final creature is any sample has a special effectiveness for that resist.

  • Example; Using Graul/Graul/Dewback/Dewback/Brackaset - for kinetic resist Graul is 50% (special protection), the dewback is 20% (sp) and the brackaset is 30% (effectiveness). Plugging those numbers into the formula gives you an expected kinetic resistance of (0.4*50)+(0.25*50)+(0.05*20)+(0.05*20)+(0.25*0) = 34.5, rounds to 34% kinetic resist. Note that the 30% off the brackaset adds nothing, because it is an effectiveness resistance, not a special protection.


2) If all 5 samples you use have a particular resist marked as Effectiveness, then the template will begin with resistances equal to a variable fraction of the sum calculated in the same formula as above. So, using all merek deaths head dna will give you a starting resistance of around 20-40% (depending on sample quality and level of success on combine). This calculation grants the light armor ability an equivalent resistance value of 50%, so the merek deaths head has, for template calculation purposes only, effectivenss resistances of (50%+10%) 60% across the board. The initial combine passes a proportion of that into the template, giving pre-experimentation resistances of around 30%. Each time you experiment in Physique the resists will increase until you get light armor, at which point they will reset to 0 and you can (if there are Physique dots left to experiment on) carry on increasing the resists again, but now with armor.



  • I try to avoid effectiveness resist based dna. It leads to most of the bugged and potentially illegal clones, plus it is very difficult to predict and therefore plan final resistances. As such, my experience on the exact details are limited and I can only give estimates for the % figures that carry over.

3) If any sample has a vulnerability in a particular resist, that is plugged into the formula as a large negative. I use -99 as that gives consistent results on predicting final numbers.


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