Bio Engineer Archive
Thread: High health or high armor?
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PinaColada
Sat Jul 09, 2005 12:37 am
#1
Do you prefer to make high health or high armor pets? For example, yesterday I tried making a lvl 70 pet and resulted in the following (sorry I can't remember the exact stats):
Pet A:
Health:6900
Armor: 4100
TH: 160
Def: 140
Regen: 60
Regen Rate: 630
Resist:30%
Damage:100-400
Pet B:
Health:7100
Armor:3500
TH: 160
Def: 140
Regen: 60
Regen Rate: 630
Resist:30%
Damage 100-397
Pet C:
Health: 7900
Armor: 2400
TH: 155
Def: 120
Regen: 44
Regen Rate: 430
Resist:30%
Damage: 98-393
Which would you decide to keep?
Oh one more thing, I also read that the armor rating will go down once it's tamed to match creature lvl? Would pet A be affected then?
Thanks in advance for your inputs ![]()
Message Edited by PinaColada on 07-08-2005 03:39 PM
Kaomond
Sat Jul 09, 2005 2:04 am
#2
Go for high health mate as the number you get on a crafted pet means diddly squat the number will always adjust to a set value for it's level range once tamed and grown.
PinaColada wrote:
Do you prefer to make high health or high armor pets? For example, yesterday I tried making a lvl 70 pet and resulted in the following (sorry I can't remember the exact stats):
Pet A:
Health:6900
Armor: 4100
TH: 160
Def: 140
Regen: 60
Regen Rate: 630
Resist:30%
Damage:100-400
Pet B:
Health:7100
Armor:3500
TH: 160
Def: 140
Regen: 60
Regen Rate: 630
Resist:30%
Damage 100-397
Pet C:
Health: 7900
Armor: 2400
TH: 155
Def: 120
Regen: 44
Regen Rate: 430
Resist:30%
Damage: 98-393
Which would you decide to keep?
Oh one more thing, I also read that the armor rating will go down once it's tamed to match creature lvl? Would pet A be affected then?
Thanks in advance for your inputs
Message Edited by PinaColada on 07-08-2005 03:39 PM
Dorelli
Sat Jul 09, 2005 4:44 am
#3
Kaomond wrote:
Go for high health mate as the number for armor you get on a crafted pet means diddly squat the number forarmorwill always adjust to a set value for it's level range once tamed and grown.
and also self-adjusting to make plain-vanilla pets:
- armor (as mentioned before)
- to hit
- defence
dor
Finalfiction
Sun Jul 10, 2005 12:28 am
#4
So, what your saying is, throw everything into damage, health, and agro....?
Kaomond
Sun Jul 10, 2005 2:34 am
#5
Finalfiction wrote:
So, what your saying is, throw everything into damage, health, and agro....?
pretty much yes mate
Cindal
Sun Jul 10, 2005 6:16 am
#6
Although aggro will adjust as well. As Dor said, it's all the same bland flavor. Nothing we do to make an exceptional or even above average pet is really going to stick upon maturity of said pet. Weno longer bio-engineer petsso much as wehave been relegated to puppy farmers.
Kaomond wrote:
Finalfiction wrote:
So, what your saying is, throw everything into damage, health, and agro....?
pretty much yes mate
Aerontako_Shretalon
Sun Jul 10, 2005 1:28 pm
#7
How are resistances adjusted? Do they auto-set for level or does the DNA matter for them? Also, having a high To Hit numbers good, right?
Message Edited by Aerontako_Shretalon on 07-10-2005 01:29 PM
Kivrin
Sun Jul 10, 2005 2:08 pm
#8
As many others have mentioned it doesn't really matter because the armor shifts where it wants to.
However, if it didn't I bet we'd have an answer. I brought this up when the system first debuted. Since there is no special resists, not even for Kinetic vs. Energy, the total effective health is now comparable.
Pre-CU you couldn't compare because of the AP ratings & damage types. Now something with 5000 health and 2000 armor has the same effective health as a pet with 4000 health and 4000 armor. They both can take ~6000 points of damage till they keel over.
Assuming they both affect the CL the same I'd recommend the higher armor pet over the higher health one. Reason being if you had to heal your pets, say you heal for 1000 points, the percentage is greater on the lower health / higher armor pet.
However, if it didn't I bet we'd have an answer. I brought this up when the system first debuted. Since there is no special resists, not even for Kinetic vs. Energy, the total effective health is now comparable.
Pre-CU you couldn't compare because of the AP ratings & damage types. Now something with 5000 health and 2000 armor has the same effective health as a pet with 4000 health and 4000 armor. They both can take ~6000 points of damage till they keel over.
Assuming they both affect the CL the same I'd recommend the higher armor pet over the higher health one. Reason being if you had to heal your pets, say you heal for 1000 points, the percentage is greater on the lower health / higher armor pet.
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