Bio Engineer Archive
Thread: Experimentation Guide?
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CavemanGamer
Mon Feb 23, 2004 11:20 am
#1
First, let me say that I did the "jedi-wanna-be-holo-grind" thru 22 professions before I landed on Bio-Engineer.
Now, I find myself wanting to stick with BE instead of finishing the other 10 professions.
So yes I am a "grinder", but I'm gonna stay with the BE profession because I like it.
Now...
I could ramble on forever about how I got to this point (thank god I didn't hit "submit" yet).
But the short version is:
I recordedALL the data fromEVERY experiment I ever did on DNA while "grinding" in order to try to figure out how the system worked...
And this was a HUGE failure for 2 reasons:
1. I should have done some "base-line" creatures without experimenting first in order to have something to compare the experimented creatures too.
2. I lack a basic expectation of what each stat is supposed to affect in the creature.
From the faq I can determine more or less how the 5 samples will combine, their max values, etc.
But the faq doesn't explain how the stats (or stat pairs) affect the creature.
So, I'm gonna try my experiments all over again...
Would anyone be interested in giving me a general overview of how the stats affect the creature?
thanks.
[edited the title because it was misleading before]
Message Edited by CavemanGamer on 02-23-2004 10:39 AM
Mirrl
Mon Feb 23, 2004 11:40 am
#2
CavemanGamer wrote:
Would anyone be interested in giving me a general overview of how the stats affect the creature?
thanks.
Health ~= Hardiness * 18
Action ~= Dexterity * 18
Mind ~= Intellect * 18
Effective Resist~= Fortitude / 10 [-50 for light armor]
Lower Damage Limit ~= power * 0.8 [ rounded up to a multiple of 10]
Upper Damage Limit ~= Lower Damage Limit + 10
Attack Speed ~= 2.5 - (courage[roundedup to multiple of 10]/1000)
ToHit ~= 0.19 + cleverness/1500
CavemanGamer
Mon Feb 23, 2004 11:52 am
#3
thanks - this is even better than what I washoping for.
ok, 2 last questions -
1. Which stat do you experiment on in order to lower the CL?
2. Does anyone have any idea What Endurance, Depenability, & Fierceness affect?
thanks again.
Message Edited by CavemanGamer on 02-23-2004 11:20 AM
Mirrl
Mon Feb 23, 2004 12:36 pm
#4
I could be wrong but I don't think you can deliberatly lower the CL via experimentation. Experimentation seems to either raise the CL or have no effect. Whether they raise the CL seems to depend on how much they raise which stat. Raising power for instance seems to be a quick way to increase the CL. CL can be accidently lowered by critically failing just about any experiment. Especially is you get the power drop to 1 side effect. On the other hand some preliminary experiments I've run indicate that the quality of the meat and flora used in the final combine do now seem to effect the CL. (This didn't seem to be true before the last publish but I can't be sure)
Several tests I've been running lately seem to indicate that that special 1 is linked to prowess and special 2 to aggression. If true I'd guess that endurance is somehow involved in special 1 and fierceness is involved in special 2. (hmm I think I have an idea. Have to run a few experiments...) Dependability seems to effect whether the pet runs or stands its ground in a fight. This tends to be a fairly difficult thing to quantify. Interestingly dependability is the 1 attribute which is trivial to increase. (My current record is a dependability of ~1150)
ShadowProject
Sun Nov 14, 2004 7:32 pm
#5
Is there a guide in the forums for experimentation? For example, is there a guide that takes each item you can craft... and tells you what stat in the resource you should focus on the gain MAX experimentation range (make the little experimentation bar next to the resource slot to get as close to full green as possible)?
Thanks guys!
Pawlin
Sun Nov 14, 2004 8:38 pm
#6
There is an avanced guide for crafting and experimentation.
In order to tell what materials will work best for a given item look in the bottom left corner of the crafting screen and it will tell you what stats matter and their weighting.
For example harvesters are Heat Resist 25%, Shock Resist 25% and Unit Toughness 50%. So you want materials with high stats for those traits. It varies from schematic to schematic. There isn't a general guide that covers everything. But for architect the key thing is HR, SR & UT since thats what matters for extraction rate on harvesters.
ShadowProject
Sun Nov 14, 2004 10:39 pm
#7
Pawlin wrote:
There is an avanced guide for crafting and experimentation.
In order to tell what materials will work best for a given item look in the bottom left corner of the crafting screen and it will tell you what stats matter and their weighting.
For example harvesters are Heat Resist 25%, Shock Resist 25% and Unit Toughness 50%. So you want materials with high stats for those traits. It varies from schematic to schematic. There isn't a general guide that covers everything. But for architect the key thing is HR, SR & UT since thats what matters for extraction rate on harvesters.
You rock dude! Thanks!
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