Bio Engineer Archive

Thread: Exp points and lowering CL?

Mcewen11
Sun Jan 18, 2004 4:20 pm
#1

Started inbreeding today to try and dumb down the CL on clones. Have only been putting enough exp points in for light armor to pop. Is there something else I should use exp points on to lowere CL? Currently messin with Harvester, Fr/Ancient graul, and M reaper dna for a mid 30's pet. All those that have asked me to make pets are only concerned with PvE tanks, although would like to have some energy resists for when pets are used on faction missions.


Any info greatly appriciated,

Mcewen of Tarquinas
MBE/MCH
Tal-N
Sun Jan 18, 2004 4:37 pm
#2

Experiment points only every increase the CL, it'll never decrease from using them. If you want to get a pet with armor at a lower CL you're going to need to really inbreed like hell.



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

Mcewen11
Sun Jan 18, 2004 4:57 pm
#3

Thanks Tal, for the info

Mac
Themble
Mon Jan 19, 2004 12:43 am
#4

Er, totally disagree with Tal-n. If I experiment in Psychology I always end up with a lower CL pet (provided the difference in the final psych value is significant). This is definitely NOT because I am not spending those points somewhere else (I hardly ever use all my experimentation points as it is).



Rei' Master Bio-Engineer/CH (Blue Skulls)

can != should

The combat system will be 'balanced' when NPC's and PC's have the same HAM.
Tal-N
Mon Jan 19, 2004 7:48 am
#5

Psych effects the attack speed, thus increasing the damage per second. Your CL is not being lowered by experimenting in that, it's just that your not spending the points on other areas so the CL is being lowered because your enhancing a minor feature rather than a major one such as the damage or HAM.




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

Themble
Mon Jan 19, 2004 2:44 pm
#6

Wrong. If I make a 24%/20%/50%/30%/45% and a 24-20-50-30-60 DNA template, the second template (with a higher psych) ends up with similar stats, and a lower CL.


As far as the DPS goes... I've noticed that I can experiement power from 20 to 40% (or 200-210 to 370-380 or something) without changing the CL, but if I experiment on mental, and increase the to-hit rating, the CL jumps.


Believe whomever you want, but all my records show that experimenting in psych actually reduces the CL (as opposed to "wasting" exp points).




Rei' Master Bio-Engineer/CH (Blue Skulls)

can != should

The combat system will be 'balanced' when NPC's and PC's have the same HAM.
Tal-N
Mon Jan 19, 2004 3:17 pm
#7

I'll have to look into that however from what I've seen and from things Fairchild has said we're not seeing a drop in the CL for high psych stats.



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

Themble
Mon Jan 19, 2004 4:59 pm
#8

I've been using the same pool of DNA to make the same approx CL creatures over the last few weeks... I'm pretty certain of this. It may be that there is a point at which raising the psych will not decrease the CL. For instance, I've seen claims that experimenting on aggro does increase the CL, but for the template I've been using it has 0 effect on CL in the 18-41% range. Perhaps we have a few thresholds to deal with in our system of equations...



Rei' Master Bio-Engineer/CH (Blue Skulls)

can != should

The combat system will be 'balanced' when NPC's and PC's have the same HAM.
Plageron
Mon Jan 19, 2004 5:04 pm
#9

Getting a super High Psyche will not lower the CL of anything. Increasing that will just increases the CL.

Heck if you truly did experiment then you would see you have a random CL, which ranges in a 10 point spread.
But the CL numbers increase the higher the statistics.

You should all know this already if you make enough creatures.

But then How should I know...my list for creature orders has backlogged so greatly its not even funny....but since over 70% of all the Bio-Engineered Creatures on Scylla are from me what can I say.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
RasoC
Mon Jan 19, 2004 5:27 pm
#10

I have also found that experimenting in Psych to max decreases my CL on clones.


If i exp in Mental the To Hit increases and so does CL markedly


If I exp in Aggression I can get away with maybe 1 point exp without increasing CL but after that it shoots up


I have found that I can max out Physical without increasing CL, this is handy if you want max health out of your pet.




_________________________________________________________

Smokke Ekifre
Master Doctor / Blademaster
Southern Cross (SC)
Valcyn Server
ArthurDentOnBria
Mon Jan 19, 2004 5:56 pm
#11






Themble wrote:
Er, totally disagree with Tal-n. If I experiment in Psychology I always end up with a lower CL pet (provided the difference in the final psych value is significant). This is definitely NOT because I am not spending those points somewhere else (I hardly ever use all my experimentation points as it is).




I once thought this as well, so I did an experiment. I took 10 huurton dna samples and matched them stat for stat as well as I could and did 2 combines. Combine 1 I did no experimentation at all. Combine 2 I experimented up the psych as high as it would do, did no other experimentation. Then I compared the results of the two creatures. Almost identical in every area except attack speed was slightly better in the one I experimented on. However, the CL was *identical* in both cases.


My conclusion: experimenting on psych has no noticeable difference to CL. It may give you a "free" boost to attack speed if you have some exp points to burn, but other than that, no difference.




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Themble
Mon Jan 19, 2004 8:06 pm
#12

Again, I'm repeating what I have documented from MY experience. I've made more than 100 pets in the last two weeks, and find plageron in particular rather insulting. I've explained (twice now) the results that I have observed and recorded. A 10CL spread on a creature? Maybe if you pay zero attention to the percentages. I made 50 pets yesterday, all in a 3-5 CL spread. (and for the third time... if I didn't experiment pysch up from 40 to 60%, I ended up with a higher CL if all the other percentages were the same).


"But then How should I know...my list for creature orders has backlogged so greatly its not even funny....but since over 70% of all the Bio-Engineered Creatures on Scylla are from me what can I say. "


Oh yeah.. the "I'm cool" argument isn't one I find very persuasive in a scientific arena.




Rei' Master Bio-Engineer/CH (Blue Skulls)

can != should

The combat system will be 'balanced' when NPC's and PC's have the same HAM.
Themble
Mon Jan 19, 2004 8:10 pm
#13

rasoc, I see a similar thing, but I can raise agg from 20% to 41% without affecting CL. This is for a CL35 pet. Again, perhaps there is a threshhold value for the CL increase.




Rei' Master Bio-Engineer/CH (Blue Skulls)

can != should

The combat system will be 'balanced' when NPC's and PC's have the same HAM.
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