Bio Engineer Archive
Thread: Pets with High Blast & Stun with Strong Poison Special
I had a request from a customer to make a pet <= cl35, with as high as possible resists to Stun and Blast and it must have a Strong Poison special (I know it is a pretty poor special - but what the customer wants...)
So after looking through SWGCreatures for a bit, it seemed Insane Mantigure Berserker might be the way to go. But being a lair boss was always going to be difficult to find, so I looked at Seething Bol Crusher (SBC). I also decided on Merek Deaths Head (MDH) as the donor for the poison special (with disease for good measure).
This is the recipie i came up with...
Generation 1
----------------
Phys: SBC - experiment to Max
Prow: SBC
Mental: SBC
Psych: MDH - experiment to Max
Aggres: MDH
Take 2 samples of generation 1
Generation 2
----------------
Phys: SBC - experiment to Max
Prow: SBC
Mental: SBC
Psych: Gen 1 - experiment to Max
Aggres: Gen 1
The end result was
CL: 32
HAM 10k/7k/7.5k
Resists
Kin 59%
Energy 40%
Blast 73%
Heat VULN
Cold 34%
Elect 34%
Acid 34%
Stun 91%
Strong Poison / Strong Disease specials
DMG: 230-240
Armour: NO
So not a bad pet, although the lack of Armour is a real downer. I have a little bit of DNA left, but do the experienced SWG BE's think if experiment on generation 1 a bit more I may be able to get armour or possibly a different recipie may be the way to go.
As an aside i did another experiment at the Generation 2 stage
Frenzied Graul/Frenzied Graul/Frenzied Graul/Gen 1/ Gen 1
Experimented physic to fortitude > 500 and prowess to max
Result: CL40, ar1, StrPoison/StrDisease, 59%Kin, 80%Blast, 20%Stun
Message Edited by droid327 on 11-12-2004 04:50 AM
droid327 wrote:
armor really doesnt matter when your resists are that high - as was alluded before, AR1 will only cut you down 50% after the resists are factored in, so at 90% resists thats a difference between 10% and 5% damage coming through - better to try and squeeze that extra 5% in resists than to try and get armor to come through.
This is not correct based on the official armor guide.
"The damage reduced by the armor's Effectiveness occurs after adjustments are made due to Armor Rating. "
So according to the guide, the armor will reduce the incoming damage by 50% then by 90%. It does not make any differnce in the final result, but I did want to clear up the way it "officially" is supposed to figure it. However, if your pet is attacked by something (player) with armor peircing weapon, it will take an additional 25% damage for each level the weapon is above that armor rating.
In short, while he is correct that armor has little effect on resists when very high, it sure helps on those resits below 50%.
Krosc wrote:
However, if your pet is attacked by something (player) with armor peircing weapon, it will take an additional 25% damage for each level the weapon is above that armor rating.