Bio Engineer Archive
Thread: Resource attributes; DNA Quality
I'm a newb BE, and I've read the "fallen master's" thread on how to make pets and other threads here. I still have a few questions:
1. Does the "Quality" rating of DNA matter, or only the stats? Sometimes a "low quality" item has some better stats than an "average quality" one.
2. If a resource lacks a particular attribute, is the rating for that attribute 0 or 1000? I have a guildie who insists it's 1000, but that seems unlikely to me. Anyone know for sure?
3. Once I make a critter, is there any reason for me to "tame" it? (I'm not a CH.) Or is it best just to keep it in inventory for trade?
4. Is it best to get the Tech tree first? (I read one thread where two posters said yes.) Or, with mounts coming, should I make a beeline to get all the mount critters?
5. Will stats matter for mounts?
I have a nice novice guide on my site... you can prolly answer most of those questions there..
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1. The "Quality" is a different factor from the "Stats" of a sample, toughs two along with the CL of the creature the sample came from affect the template it is used in. I have seen no explanation of how much each mater, but from my own try outs the CL seams to matter the most.
2. As far as I have been able to determine. If a resource is missing a stat, it is not calculated in. So if you make Micronutrient supplement and use hide for the organic part the calculations would be a bit like this:
33% of ( [creature food: OQ]+[organic: OQ]+[flora food: OQ])/3
33% of ( [creature food: PE]+[flora food: PE])/2
33% of ( [creature food: Fl]+[flora food: FL])/2
However I am not sure.
3. I would say keep it for trade, or sample its DNA.
4. Like it have been mention it depent on what you want. Personally, I took one tie of tissue to be able to make vit packs, and now I am progressing up the experimentation tree to be able to make even better pet-stim's and vit-packs.
5. I do not play on test so I do not know this one. But what ever it is it will likely change with the new cloning system.
1 the overriding number when it comes to dna is the CL of the animal you got it from. Currently, only master scouts can see this number, and it does not translate onto the sample. Once we get our new cloning method, the CL wont matter since the stats on the dna will automatically scale to the CL of the creature. For example, right now, chubbas are cl10 and when you take a sample, you can get 999 on fortitude. Once the change hits, that will prolly max out at 10 for fortitude. How they all line up is pretty simple. When you are adding the samples in to the template, the first box on the left uses the top 2 stats on the sample. it goes like this:
1, 2 -> 3, 4
5, 6 -> 7, 8
9, 10
2. Its a fat 0, which is why we are trying to get that final 10% fixed before it's too late.
3. The best advice for you here, is to find a novice CH. We dont get any Use XP for people using our animals, which sucks much. The novice CH gets XP for taming it tho,and since he is the Oscar to our Felix, he can pay us for easy XP.
4. It all depends on what you want to do the most. If you are able to find a BE-buddy to swap dna templates with, go up the creatures line first. There is far more XP per combine in that tree than the other. If you are gonna be soloing, go up tissues first, because those are easily grindable, and far more profitable in the long run.
5. We have not heard that mounts will have variable speeds within the same species. Currently, the fastest is the kaadu, but that prolly wont last to live servers. I say make em out of junk and sort it all out later.
I've been doing BE since the game went live, so I know what im talking about. and dont trust that guy and his swgbioengineer site, i've been there and it's full of misinformation.
grelgen wrote:
1 the overriding number when it comes to dna is the CL of the animal you got it from. Currently, only master scouts can see this number, and it does not translate onto the sample. Once we get our new cloning method, the CL wont matter since the stats on the dna will automatically scale to the CL of the creature. For example, right now, chubbas are cl10 and when you take a sample, you can get 999 on fortitude. Once the change hits, that will prolly max out at 10 for fortitude. How they all line up is pretty simple. When you are adding the samples in to the template, the first box on the left uses the top 2 stats on the sample. it goes like this:
1, 2 -> 3, 4
5, 6 -> 7, 8
9, 10
2. Its a fat 0, which is why we are trying to get that final 10% fixed before it's too late.
3. The best advice for you here, is to find a novice CH. We dont get any Use XP for people using our animals, which sucks much. The novice CH gets XP for taming it tho,and since he is the Oscar to our Felix, he can pay us for easy XP.
4. It all depends on what you want to do the most. If you are able to find a BE-buddy to swap dna templates with, go up the creatures line first. There is far more XP per combine in that tree than the other. If you are gonna be soloing, go up tissues first, because those are easily grindable, and far more profitable in the long run.
5. We have not heard that mounts will have variable speeds within the same species. Currently, the fastest is the kaadu, but that prolly wont last to live servers. I say make em out of junk and sort it all out later.
I've been doing BE since the game went live, so I know what im talking about. and dont trust that guy and his swgbioengineer site, i've been there and it's full of misinformation.
agreed
Grelgen got 'em all right ![]()
To expand a bit on the clvl issue. As said above, there aside from the stats you see listed, theres a 'hidden' number as well, the challange level of the source creature where you got the DNA from. This is vital in createing a high quality clone. As a rule of thumb always use DNA from a creature of the same or higher challange level than the creature your trying to make.
Example: If your makeing a clvl 16 kusak, be sure to use DNA aquired from a creature of clvl 16 or higher, if your makeing a clvl 50 rancor, be sure to use DNA from creatures that are clvl 50 or higher. A lot of people say that theclvl of the DNA is unimportant in the boxes "Phycology" and "agressivness" (the last two boxes.Im somewhat ashamed to say i havent done enough testing myself to form my own 100% certainoppinion, but so fari've found that i seem to get poorer resaults when useing low quality DNA in these slots.
Overall the best advicewould be to use DNA with a clvl equal to or higher that the creature your makeing, with high number in the two stats that corosponds to theschematic box your addeing the DNA to.
Again as mentioned before in this post, it looks like all this is about to change to one degree or another when our long awaitied cloneing changes arrive.. which will hopefully be soon /crosses fingers
Good luckand welcome to the profession
Thanks for all the helpful replies. So the absence of an attribute = 0, huh?
Also, a follow-up question: I just trained Tissue I, but when I use my Food tool in front of a public Food crafting station, I don't see the schematic for Pet Vitality Packs -- even though I do have that schematic in my datapad. What's up with that?
FWIW, I'm really enjoying this profession so far.
NewJedi wrote:Also, a follow-up question: I just trained Tissue I, but when I use my Food tool in front of a public Food crafting station, I don't see the schematic for Pet Vitality Packs -- even though I do have that schematic in my datapad. What's up with that?
You need a private food and chem Station. The easy way is to get one in a droid.
Ah, I thought it might be this. Thanks!
Tarnak_Archvold wrote:
You need a private food and chem Station. The easy way is to get one in a droid.