Bio Engineer Archive

Thread: Lvl 64 Durni

Nimhnoid
Fri Jun 03, 2005 9:32 am
#1

Just made a Durni with a DNA template with 996 Hardiness.

It ended up coming out to these stats:

Difficulty Level: 64

Health: 7745

Health Regen: 71

Armor Effectiveness: 4326

To Hit: 164

Defense Value: 150

State Res: 25.5%

Critical Hit CHance: 3.05%

Critical Save Chance: 4.21%

Aggro Bonus: 5.4%

Damage: 81-342



How does this compare to most. I thought it looks very good but I am still a creature crafting noob.



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Nimhnoid
Fri Jun 03, 2005 11:12 am
#2

is this just average?



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KarVarn
Fri Jun 03, 2005 11:33 am
#3


It looks pretty good to me.


The issue now seems to be with stats shifting on taming and making the pets uncallable when they have fully aged. The armor effectiveness, to hit and defense value will shift to levels that are based on the CL of the creature the second time they are called after taming.


Looking at the Durni you made, the stats that will shift look pretty close untamed to what they will shift to tamed. I think there is a good chance that you will actually be able to use your durni full grown.


It's kind of sad that we have to be concerned about the pets we make having 'invalid stats' when fully grown. But hey! At least it's not as broken as it was pre-pub 17!






Dinjo Quan - Valcyn
Spazzers
Fri Jun 03, 2005 1:06 pm
#4


The stat shift may prove to be a killer. It's the newest form of pet check the developers came up with. Instead of getting the valid or invalid message when the animal is first called, you have to wait until the thing is grown to find out.


I'd be interested to see how large the durni turns out the be when it's fully grown, that is of course if the animal is valid.




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Nimhnoid
Fri Jun 03, 2005 1:17 pm
#5

Compared to the rest of my animals I've made, the health on this one seems very very high.

I'll have to get a MCH and see how big it gets and what the stats end up becoming.



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OddWan
Tue Jun 07, 2005 3:34 pm
#6






Spazzers wrote:


The stat shift may prove to be a killer. It's the newest form of pet check the developers came up with. Instead of getting the valid or invalid message when the animal is first called, you have to wait until the thing is grown to find out.






O.O - I don't believe I am reading that! That is just a horrible concept for a ch. So we buy our precious little bundle of fur which has killer stats, raise it from kittenhood to teenager. Then one night we put it to bed happily in the pad, the next morning we can't call it? That is enough to put me off buying any more BE pets ever.


I have been a great fan of BE pets because there are some terrifically skilled BE's around who dedicate themselves to their craft and created for me at least 6 superb pets I used regularly as saviours. They rest -probably eternally - in my datapad unable to be called now. I can't bring myself to delete them as I "loved" my virtual pets. Some of the lesser used ones I tried to convert and made some bad mistakes. Even lost some of my regulars too - either bad conversion or after pub17, they suddenly have invalid stats.


I won't/can't give up CH - but it hurts to see two professions so severely ganked by bugs and nerfs. Sorry to see that BE are having as many problems as the CH. I even respecced my alt to BE in the hopes I could find fun in creating new pets for myself - and I am; the sampling replaces the taming for excitement, and the experimenting is great fun to see what I can come up with.


But to read that my pets may after all this, still be liable to be nerfed at adulthood is sadistic.






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BraccusD
Wed Jun 08, 2005 7:03 am
#7

I'm making CL70 pets with over 8k health, 396-399 max damage, 13.7% aggro, forget the rest of the stats.... They are coming out ok, callable and all. Iknow better than this is possible, since this is just a first gen. I very highly doubt this durni will be a problem. I made a 8500 health CL69 with 385 max damage and it's full grown and callable.



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
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