Bio Engineer Archive

Thread: lvl70 bad to shoot for?

Swurve
Thu Jun 02, 2005 11:46 pm
#1

I spent awhile workin on breakin the 500dmg mark recyclin dna and out collecting and came up with:


lvl70 after stat shift:

4343 Health

205 HR

4696 Armor

170 hit

170 def

31.2% state res

2.9% crit hit

1.9% crit save

3.4% aggro

137-509 dmg


problem is with stats shiftin it gives the invalid stats now but i had a pet still from recyclin that was:


lvl67 after shift:

4120 health

151 hr

4435 armor

162 hit

162 def

16% states

3.6% crit hit

1.9% crit save

5.9% aggro

133-499 dmg


To me it looks like 70 is a bad cl to shoot for till stats shift is fixed. Has anyone else noticed this between 2 similarly crafted andlevelpets?


Swurve

BraccusD
Fri Jun 03, 2005 5:48 am
#2

Yeah, I've been starting to think the same way. I'm shooting for CL48 now so it can go with a narglatch and a probot. Also shooting for low 60s for a single with highest damage.



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
Kivrin
Fri Jun 03, 2005 8:17 am
#3

How invalid did the stats shift to? Does it tell you if it's now a CL80 or something?



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supersparc
Fri Jun 03, 2005 8:42 am
#4

I get CL 60 invalid pets from the stat shift. I think its really based on how much they shift.....so, the lower you make armor, the more apt you are to have an invalid pet.

The bad thing is the invalid pets cannot to 'adjusted'. The system just says invalid and doesnt allow calling or re-adjusting. They are treated exactly like the CL 0(1) pets.

Message Edited by supersparc on 06-03-2005 11:43 AM





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Swurve
Fri Jun 03, 2005 9:38 am
#5






supersparc wrote:
I get CL 60 invalid pets from the stat shift. I think its really based on how much they shift.....so, the lower you make armor, the more apt you are to have an invalid pet.

The bad thing is the invalid pets cannot to 'adjusted'. The system just says invalid and doesnt allow calling or re-adjusting. They are treated exactly like the CL 0(1) pets.

Message Edited by supersparc on 06-03-200511:43 AM






Thats the thing with the 2 I listed the stats are just about even only 200 or so diff and they both started with roughly the same armor/to hit/def before the shift (the lvl 70has dna from the lvl 67 listed and some from a lvl66 with similar stats) so if its based on how much it jumps and the lvl 67 isnt invalid then lvl70 is a bad cl to shoot for.
BraccusD
Fri Jun 03, 2005 9:55 am
#6


I got a CL53 that came out ok, fully grown and callable.


health: 8182 after shift...

armor: 282armor: 3217

tohit: 63 tohit: 123

def: 111 def: 123

dmg: 78-334


So does seem like a check against max allowable CL70 regardless of current CL. Too bad I didn't get it down to CL48 to team with a narglatch.


I got a CL69 that gets full grown tonight. And you guys got me extremely worried.



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
Nwabutikae
Fri Jun 03, 2005 11:05 pm
#7

what is stat shift?? and how did you hit 500 damage



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Swurve
Sat Jun 04, 2005 1:26 pm
#8

The stat shift is the to hit,def,armor.. there based on lvls now from what ive seen meaning every lvl 70 is gonna have same stats for those 3 attributes(same goes for any pet same lvl as another).


I did alot of recyclin dna to hit the 500dmg mark. My main sample was from lvl50 elite blurg raptors since that was the only creature I could find with the highest power (avg735). For the first dna slot i used a dna sample with a really low hardiness stat (lvl4 correllian spineflap i think..whatever those are outside of cnet) and the rest of the slots with the raptor samples. I experimented power all the way up and spread points around the other stats just avoid usin any pts in physique. Once that was done I pulled samples from that pet and just continued the process till i had a sample with 185 hardiness or so and 730power for my physique dna. I then did a few more pets usin recyle technique till i had 500 or so hardiness and 740+power for the rest of the dna slots.


It takes a % from each sample to calculate the final stats in any given attribute just takes a larger percent for the desired slot so I would put the best sample for any given slot in its appropriate place. I knowits very possible to get dmg up even more with the cost of health tho... had a lvl 40 with 453maxdmg but a ham of 1800. The big problem hittin 500dmg is it takes an extremely long time to do (maybe 4-5hrs countin dna harvesting/crafting). If theres creatures out there low enough to sample with higher power then the raptor it'llmake this alot easier and less time consuming.


Swurve

BraccusD
Mon Jun 06, 2005 8:00 am
#9

Well, my CL69 got full-grown and remained valid despite shifting: 8500 health, 95-385 damage


I got a CL70 with 8200 health, 99-399 damage that I'm waiting on now....





- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
Swurve
Mon Jun 06, 2005 10:15 pm
#10

You should know pretty much right away (once its tamed) if its gonna be valid or not. Tame it then call it and store it again, stats should shift after you store it (might take 2 times) once they shift if you can call it again your good to go atleast in my experience.


Swurve


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