Bio Engineer Archive

Thread: Some advice on CL 23 Pets with Light armor Please

Aubrie
Tue Jan 13, 2004 8:49 am
#1

Does anyone have any advice for making CL20 to CL23 pets w/ some armor? I made a CL25 w/ light armor last week but I cant remember what I used {bows head in shame}, any help will be appreciated.

Thank you
Ralfire
Tue Jan 13, 2004 10:18 am
#2

ERR that's a tough one. If you don't experiment to much you can try Thune heard Leader DNA. Maybe trow in some Grassland Voiriator for some resists. Good Luck.
DataOutlaw
Tue Jan 13, 2004 11:08 am
#3

You should start with at least 4 of the 5 DNA samples with light armor and make sure they have good fortitude. Put something with good resists and / or good specials but lower aggresion inthe aggression slot to give the CL an initial boost downwards. Keep re-sampling your clone using 2nd generation DNA in mental, physchology, and aggression and using only jsut enough exp. into Physique to get fortitude 500, then maybe a point or two inprowess to evne up the Action stat and dump all extra exp points into Phsychology for dependability. Fill in with high fortitude DNA in Physique or Prowess slots whenever you can't get enough samples from your clone. If you just barely miss light armor (Fortitude 498 and no exp points left AAARGH!) then fill in a high fortitude sample in prowess for your next attempt. I keep bull rancor DNA in stock for this.


Since the most recent patch Ihave made CL20 pets with light armor using this methodolgy. It only had 30-40 dmg though!

Ictus
Tue Jan 13, 2004 11:36 am
#4

You should be able to keep aggression in the low 300's. Pets for the most part follow similiar rules for damage as the wild critters, typically 10 damage per level. So for a level 23 pet you can get at least 230 damage, but since we get alittle wiggle room on that number you might get that up too 280.



Ictus - Bria
Tal-N
Tue Jan 13, 2004 11:58 am
#5

Yeah you'll need at least 2nd generation clones for keeping the light armour. They're not easy to make and frankly I don't bother with them cause it's a pain to produce what with our critical failures. I simply couldn't justify the price.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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DataOutlaw
Tue Jan 13, 2004 12:24 pm
#6

I jsut charge the same for the CL23 AR1 pets as I would for a CL35 one.
Albion_DeCrappa
Tue Jan 13, 2004 2:24 pm
#7

You most likely will not be able to make this again and once the one you have is trained under the new fix it will probably have invalid stats.






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DataOutlaw
Tue Jan 13, 2004 4:05 pm
#8

"under the new fix it will probably have invalid stats"


Yes, that is the risk we are taking. We keep hoping the devs will come aorund and tell us what the limits on pet stats are supposed to be, I really do not see the problem with putting light armor and 50% Kinetic on a CL20 pet since it will still require a CH to use it and other things like damage rating have to suffer to creep the armor stat in on the same CL. (30-40 dmg was really low I am sure I could have made it with150 damage but without the CL listed on the template its hard to say). Now appling AR1 to a CL10 pet would be bad but CL20 and up should be ok, IMHO. Too bad the developers don't feel the need to let us know what they consider tobe overpowered...

LeelMoon
Tue Jan 13, 2004 4:19 pm
#9

I have made about 6 of these pets today - my fear is that they will be marked as invalid and i will have a bunch of angry customers. So i keep them waiting to see. Does anyone know if they will keep to the cl 28 Cap for armor?
Ordlander
Tue Jan 13, 2004 6:27 pm
#10

never heard of cap for armor. I stoped making pets that are pushing the low limit of CL so hence stoped making pets. Till they can sort it out that I know it is invalad how could I sel it? I can't. I allready had what I thought would been good pets turn invalad. I just collecting info on critters for now. But yes, 2nd generation pets to say the least. You can get them with AR1 decent Kenic and engery restist like 36 and damage in 250 range. Maybe they be valad, maybe they won't. Depends on the roll of the dice I think.
TheLoneBowler
Tue Jan 13, 2004 7:03 pm
#11

I make these all the time. It seems that is about all I can make. You need to experiment phsyc and hope it fails, because that is what happens to me all the time Of course, experiment physique first to get fortitude over 500 (for the armor). It may help that I only have experimentation II.


I do not use bugged DNA or mix in junk DNA, just gamble with experimentation. I will use 5/5 "good" DNA, because if I add junk DNA I don't have enough experimentation to get the armor.




Shree Lanka
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Most of Sunrunner doesn't care.


Stormlord
Tue Jan 13, 2004 9:56 pm
#12

I have a level 23 gurrek with light armor, 9k,7k,10k HAM. 46% kin and 35-40 all other resists, vuln vs energy, 240-250 dammage ranged attack, strong poison, crippleing blow.


Im not a BE but does that sound bugged or normal?

Segke
Wed Jan 14, 2004 12:27 am
#13

When was the last time you tried to use dna sampled from a clone to create a creature. Last night, on Scylla, DNA samples from my first generation clones would not appear as available DNA samples for use ina DNA template.


To be clear, DNA samples from wild creatures that were in my inventory were valid to be used in the creation of a DNA template.


DNA samples from a cloned creature that were in my inventory did not even show up in my toolkit for insertion into the DNA template.

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