Bio Engineer Archive

Thread: The perfect guide to the perfect 10 (tank pet version)

Tal-N
Mon Jan 19, 2004 2:53 pm
#1

Well this is what you folks have been waiting for, a definiative guide to getting the most from your non-ch pets. I've been sitting around today carefully mapping out what is happening, the whole reason why people have not discovered this is because everyone is trying to get the best possible resists into their CL10 clones. However at this level it's the HAM which matters more than resists since you'll find resistances have a far greater effect on the CL than the HAM doesn. Using this knowledge I was able to make pets with 3000 / 2500 / 1500 and higher with alot of regularity. It requires a bit of a gampling in places since it's kinda like playing blackjack. Do you hit for a value closer to 21 and risk going bust or stick with a very respectable 18? Making CL10 clones is almost exactly the same.


First of all I was trying to find species which have the minimum of resists and the maximum of HAM. Naturally to make a good CL10 pet you need to mix lower rated dna with higher end dna. One of the best species for this is the humble Krahbu which has no resists, pittifully low damage and 1100-1200 HAM which is a perfect starting point. You then need to mix this with some CL20-25 dna to ensure that you getting a nice kick to the HAM. Remember if your making a really good tanking pet you should use CL10ish species dna for the aggression slot, this ensures that the damage is very low. It helps if you use really bad dna in this slot so that the special sticks while the power stat is suitably low.


A few good examples of suitable high mixing species on correlia I found was the Mottled Wrix which has some nice resists and a high HAM or even better but a little more trick to control is the Savage Humabas which are CL24 with around 7000k of HAM and resists similar to the M. Wrix. This first clone was a mix of S.Humbas / S.Humbas / Krahbu / Krahbu / Krahbu.


http://www.imagedump.com/index.cgi?pick=get&tp=30773


As you can see the raw HAM of the Savage Humbas is hard to control but gives impressive results for the HAM. The key thing to note here is the Hardiness stat. Now at first I wanted to see how high I could push it, here we see that 300 is too much.


http://www.imagedump.com/index.cgi?pick=get&tp=30776


..here we see that 250 is too much. But this where the magic begins. Anything below 250 for hardiness will drop the CL rating to under 10 as long as you don't go overboard with a few other things. Here's basically what can be produced once you understand the limitations of the system and squeeze as much into them as possible.


http://www.imagedump.com/index.cgi?pick=get&tp=30777


Now the rules for making these kinds of creatures are this, they cannot be broken cause in over a dozen tests in every case I pushed too far the CL went too high. You don't actually need to trade off the pools one for another, they act induvidually it would seem however you do see that as you boost action you sometimes see fortitude change and thats a BadThing (tm).



  • Rule #1: Fortitude must NOT exceed 100 points.

This is very very important, if fortitude goes too high the clone is screwed for ever being under CL10. Even if all of the other stats are well within reason you can end up with a CL13 clone suddently because you slipped up. Take a look at this to see what I mean. http://www.imagedump.com/index.cgi?pick=get&tp=30779



  • Rule #2. Try to keep the power under 50 points for tanks.

I've only been experimenting with HAM so all of my clones kept to this rule, typically once the power stat goes under 50 you have hit rock bottom for the minimum damage range a pet can cause. You do see wildCL10 animals going to around 100 and a bit higher but I haven't looked into the limitations yet.



  • Rule #3. Keep Hardiness under 250

Again this is a clear way to totally screw the pooch, you go over and suddently you lose your nice CL10 clone. Aside from the fortitude rule this is probably the other most important lesson to learn.



  • Rule #4. Dexterity and Intellect should not exceed200 when possible.

I haven't looked hard into the limitations here, however it would seem for safetys sake you should ensure they do not exceed 200. I have pushed Dexterity as high as 230 however the intellect was under 100 at the time so it might have been a partial trade off. I'm not sure. It's possible that cap is 250 just like fortitude before things get too crazy.


Put simply if you follow these rules you'll come out with a nice CL10 pet everytime, you are going to see huge variation in CL10 clones because of how the system doesn't calculate very accurately, the fact that 1 point either side of 250 for fortitude can make the difference between CL10 or CL13 is quite shocking infact. I'd suggest folks spend some time looking for high hardiness and low fortitude species as it allows for a faster track to the perfect 10. All of the clones above were first or second gen animals because once you learn what you need to control things become much easier.






Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
Shadowfire Bounterhunter / Commando

mediumpizza
Mon Jan 19, 2004 2:59 pm
#2

Tal-N ............... for president ....... of SOE


great work man. this is very helpful.

Tal-N
Mon Jan 19, 2004 3:01 pm
#3

Nahh just give me the wages, they can keep the job Goes to show that it helps to look at a problem from the otherside sometimes. If I didn't bother focussing on high HAM over high resists I wouldn't have seen the pattern.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Nemthang
Mon Jan 19, 2004 3:16 pm
#4


  • Rule #1: Fortitude must NOT exceed 100 points.

This is very very important, if fortitude goes too high the clone is screwed for ever being under CL10. Even if all of the other stats are well within reason you can end up with a CL13 clone suddently because you slipped up. Take a look at this to see what I mean. http://www.imagedump.com/index.cgi?pick=get&tp=30779



In the link above, I noticed that in addition to the fortitude being > 100, Kinetic and Energy were both double digits. Energy was 27 and Kinetic was 11. In your CL10 example, Kinetic was 9 and Energy 21.


I believe I have created a CL10 pet with fortitude over 100. I suspect, if true, that the 2x resistances in double digits have more to do with the CL13 than the fortitude of 111.


The cool thing is that you were able to get 4100 Health on a non-CH pet. Well done.

Nemthang
Mon Jan 19, 2004 3:19 pm
#5

Also, in your CL13 Magawax, the Kinetic/Energy resists were both double digits, even though the fortitude was 89....
Tal-N
Mon Jan 19, 2004 3:25 pm
#6

That might be true except I have made many CL10 clones with double digit figures for resistances in kinetic and energy and they had around 3500 health. I think it was 11% and 27% with 5% blast. So that might be connected (since we know fortitude is linked to effectiveness resists) but it's not a rule in of itself. As i said I only tested this just over a dozen times so it's a very limited experiment however within those tests the results were consistant. No doubt it's possible to drop points from elsewhere to raise others, that is the nature of the CL system afterall.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Nemthang
Mon Jan 19, 2004 3:42 pm
#7

If you can find one, post a 2000+ HAM CL 10 creature with one resist over 25 and another at 10+.


I'd love to see it.

Tal-N
Mon Jan 19, 2004 3:44 pm
#8






Nemthang wrote:
Also, in your CL13 Magawax, the Kinetic/Energy resists were both double digits, even though the fortitude was 89....





That's because I went over 250 for hardiness, thats why it's one of the rules. If fortitude exceeds 100 you tend to go bust, if you go over 250 for hardiness you also go bust. If you pushed dexterity or intellect over 250 you'd probably find you could go bust that way as well. This is why making CL10 pets is so hard since your dealing with very small and delicate numbers when there are multiple ways for things to go wrong.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Nemthang
Mon Jan 19, 2004 3:50 pm
#9

It's not as simple as that. They are interconnected. You can have fotitude over 100 and you can also have hardiness over 250. You just have to offset it somewhere else.


Thus, your rules are not hard and fast. I believe there is an equation driving this not a lookup table. If there were a lookup table, you would be 100% correct - a result over the table value would cause CL to increase. That is not the case.

Talgoth_Do_Shon
Mon Jan 19, 2004 3:59 pm
#10

This is pretty much the way it has worked for me. One note is thatI have been able to get KIn up past 40% IF you get vunbl to all else. ( total HAM ~ 5000)


Also Kin and Egy seem somewhat interconnected. I can have say 22% Kin and 10% Egy and I go over CL10. Drop the Egy below 5%even while raising the Kin somewhat and Bingo. CL10. Do the reverse (change Kin for Egy) and come out pretty much the same. (btw. this is with all else vunb but these two)




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QuikBng19
Mon Jan 19, 2004 4:03 pm
#11

What did you use to get your level 10 pet? what mob DNA and where did you place it?
Nemthang
Mon Jan 19, 2004 4:05 pm
#12

Totally agree with you Talgoth.


There is definitely a correlation between having resists to energy and kinetic and higher CL. Similar to the game mechanic that allows resistances on high level pets @ 100% for other damage types but only 60% for kinetic and energy. This is by design.


I have lots of data that would lead me to believe you could push the HAM higher on a 25% Blast 10% Stun (for example) pet vs. a 25% Energy 10% Kinetic pet for the same CL.


And Tal-N, not trying to take anything away from your excellent work. Again, good job.

Tal-N
Mon Jan 19, 2004 4:21 pm
#13






Nemthang wrote:

If you can find one, post a 2000+ HAM CL 10 creature with one resist over 25 and another at 10+.


I'd love to see it.





Sorry my mistake, I was thinking of near misses. The ones I had were awaiting resampling so it looks like kinetic and energy at the very least cannot be in double figures. Here's the screenie of an example:


http://www.imagedump.com/index.cgi?pick=get&tp=30804


This might include all resistances or it could only be kinetic and energy. That is kind of odd cause you tend to see CL10 pets having a total of 60 percentages worth of protection. It's possible that fortitude is actually a direct representation of how many total percentage points a mob can have. So yeah, another rule is to avoid having more than one double figure resist.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

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