Bio Engineer Archive

Thread: Experimentation Results?

gobbly
Thu Sep 15, 2005 9:28 am
#1

Hello again


I am trying to run some tests to understand how experimentation of a certain stat affects the final outcome of the pet. I've been reading the FAQs and some of the recipes I've seen say to put 2 points into aggression and 1 point into mental... but I am wondering what all that means.


So what happens when I experiment or add points to


Physique ?

Prowess ?

Mental ?

Psychological ?

Aggression ?


The only thing I have noticed is that adding points into physique makes the health go up, and adding points into aggression makes the damage go up. What happens to the overall stats of the final pet when you experiment in prowess, for example? How does experimenting in prowess affect the damage? I am just looking for the basics here.


Thanks in advance




Liuna Soeni
[ Xenex Soeni :: Alt ]

:: Master Creature Handler ::
gobbly
Thu Sep 15, 2005 9:30 am
#2

oh, and one more thing. are there certain places that will lower the creature's final level by experimenting there? Like if I experiment in prowess will that help to keep my creature's level from going past the creature level I am aiming to create? That's just an example.




Liuna Soeni
[ Xenex Soeni :: Alt ]

:: Master Creature Handler ::
TireeG2
Thu Sep 15, 2005 10:11 am
#3

This is stolen from the sticky: Pet Crafting - discussion of slot contents - by Dorelli


Physique - hardiness (health)

-fortitude (armor - which resets itself on pet calling)

Prowess - endurance (health regen rate)

- dexterity (defence value - which resets itself on pet calling)

Mental - intellect (state resists)

- cleverness (to hit - which resets itself on pet calling)

Psych - dependability (critical save chance)

- courage (aggro bonus)

Aggression - fierceness (critical hit chance)

- power (min/max damage)


I have only limited experience with this but, I think all the stats in general will increase level. However, raising power (aggression) tends to raise the level very dramtically, the same goes for raising the hardiness, but I believe to a slightly lesser extent.




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gobbly
Thu Sep 15, 2005 10:57 am
#4

Thank you I guess when I was reading that part of Dorelli's FAQ I was thinking that was probably the case, but I guess I was more curious about how increasing one stat would affect the others. I bet this just went over my head, but you're right and it makes sense that increasing aggression will increase damage since that's what is aligned with that slot. I guess I am more wondering now thatI understand that part of the FAQ how increasing experimentation on one stat will affect the others. Do the restof the stats go down or stay the same as the one stat you increase goes up?


Someone told me that in the old days the psychology slot was aligned with the creature's level and by experimenting in psychology you'd definitely increase the final pet's level. I also know now that increasing aggression really does make the level go up fast.


thank you again






Liuna Soeni
[ Xenex Soeni :: Alt ]

:: Master Creature Handler ::
Dorelli
Fri Sep 16, 2005 1:59 am
#5

I should probably add to that discussion the bit about combat level. All stats add to the combat level, some more than others. Power adds to it in a big way, Hardiness is the next biggest ... BUT the combat level curve is not liner so you will see that at lower levels the other stats have more of an impact on the combat level than at higher levels.

For experimenting ... you get pairs of stats affected by each line of expermentation:


Experimenting on Physique - will cause hardiness and fortitude to increase*

Experimenting on Prowess - will cause dexterity and endurance to increase*

Experimenting on Mental - will cause intellect and cleverness to increase*

Experimenting on Psych - will causedependability and courage to increase*

Experimenting on Aggression - will cause fierceness and power to increase*


*NOTE: the initial combine of the DNA is ruled by Sumorex's and Mirrls equation and you can actually cause the stats to DROP if you experiment in two cases - if the initial combine is about 850 then your first bit (at least) of experimenting will cause it to fall below 850. If the initial combine is above 1000 and you experiment on it - then it will fall to 1000 and never go back up again.


There is only one way to affect stats that are NOT in a pair by experimenting on a line, and that is if you have a failure. Then you will commonly see stats in other lines change as well.


I'm going to paste this into my discussion as well to make it clearer and also try to find time to revise that post based on what I now understand (which is more than when I wrote it


Dor






Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Namessiah
Fri Sep 16, 2005 3:34 am
#6


Dorelli wrote:
I should probably add to that discussion the bit about combat level. All stats add to the combat level, some more than others. Power adds to it in a big way, Hardiness is the next biggest ... BUT the combat level curve is not liner so you will see that at lower levels the other stats have more of an impact on the combat level than at higher levels.
For experimenting ... you get pairs of stats affected by each line of expermentation:
Experimenting on Physique - will cause hardiness and fortitude to increase*
Experimenting on Prowess - will cause dexterity and endurance to increase*
Experimenting on Mental - will cause intellect and cleverness to increase*
Experimenting on Psych - will cause dependability and courage to increase*
Experimenting on Aggression - will cause fierceness and power to increase*
*NOTE: the initial combine of the DNA is ruled by Sumorex's and Mirrls equation and you can actually cause the stats to DROP if you experiment in two cases - if the initial combine is about 850 then your first bit (at least) of experimenting will cause it to fall below 850. If the initial combine is above 1000 and you experiment on it - then it will fall to 1000 and never go back up again.
There is only one way to affect stats that are NOT in a pair by experimenting on a line, and that is if you have a failure. Then you will commonly see stats in other lines change as well.
I'm going to paste this into my discussion as well to make it clearer and also try to find time to revise that post based on what I now understand (which is more than when I wrote it
Dor




And it looks like this...

Hardiness = Hardiness + (Fortitude / (Hardiness + Fortitude)) * 140
Fortitude = Fortitude + (Hardiness / (Hardiness + Fortitude)) * 140

Dexterity = Dexterity + (Endurance / (Dexterity + Endurance)) * 140
Endurance = Endurance + (Dexterity / (Dexterity + Endurance)) * 140

...and so on. They use their buddy-pair-value to increase with each exp. point, not their own.



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