Bio Engineer Archive

Thread: What to do when you shoot for CL10 and miss (too high)

Centurion
Mon Jan 12, 2004 12:23 pm
#1

I've been playing around with this trying to hit CL10 for guildmates and I've come close quite a few times. I've got a couple of questions for those who've had more experience with the new system.

1. When you get CL11-13 is there a good way to bring it down without affecting the stats too much?

2. Is there a way to look at a template and make an educated guess what CL it will yield?

TIA



Master Sergeant Banzai Draloh, sVn [W]
Master BE/TK
Wefaki J'org, sVn
Master Tailor/Artisan
Wookiee Wonderland Mall, Theed, Naboo: -4858, 3333 (Wefaki's Bioclothes and BE Pets)
Wefaki's Bargain Bioclothes, Kestrel, Naboo: 106 -4339 & -78 -4025

Vife
Mon Jan 12, 2004 12:35 pm
#2

1 not really, you can try for lower armor and lower ham, but i have had critters with higher ham and resists at cL9 than critters with lower HAM and resists at CL 12.


2. Not really. I try to shoot for scores of 100 in hardness, dex, and inteligance. More than 300 total of those stats is usually over CL10. Under 300 total is usually CL10 or less.


High resists and specials do factor in too

Centurion
Mon Jan 12, 2004 12:44 pm
#3

Thanks. At least it's something to track to see what's what.



Master Sergeant Banzai Draloh, sVn [W]
Master BE/TK
Wefaki J'org, sVn
Master Tailor/Artisan
Wookiee Wonderland Mall, Theed, Naboo: -4858, 3333 (Wefaki's Bioclothes and BE Pets)
Wefaki's Bargain Bioclothes, Kestrel, Naboo: 106 -4339 & -78 -4025

Tressa
Mon Jan 12, 2004 12:46 pm
#4

I'm having no luck with getting lvl 10 creatures. I have one where Hard, Dex, and Int were only 252 when added together and still got a lvl 12 creature. It had 3 resists under 5% and the rest were vuln, 110 dmg and 1 special so I don't think any of that added to the levels. I also used VHQ DNA. It's getting frustrating to make these low level ones since in most cases they turn out worse than the ones in the wild.
ArthurDentOnBria
Mon Jan 12, 2004 12:59 pm
#5






Centurion wrote:

2. Is there a way to look at a template and make an educated guess what CL it will yield?

TIA




The best thing to do, is the obvious thing to do, and that is just spend a couple minutes documenting it. You don't need to write down every stat of every dna sample, just write down what samples came from what creatures in what slots, then write down the final stats in the template and see what CL level it came out to. From there the next time you do the same combine you have your previous one to compare it to, and can make some intelligent decisions in the experimentation phase and control the CL a little better.


Trying to predict the CL of a brand new combine though with no previous data from a similar combine I eventually gave up on. The logic is so screwed up that it's just maddening.




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%


Lochar
Mon Jan 12, 2004 3:24 pm
#6

I get confused by this as well, It would seem to be that using 5 samples of a CL10 would net a CL10 pet if the samples are good enuf, but it seems that there are hidden factors and considerations done onto these.


I was overjoyed to get a lvl 10 kaduu with 2500 HAM, but dumb me didnt mark down what dna was used and since then cant get this. I started logging dna but man it is so time consuming its hard to do this and fight with friends.


ShigatsuLi
Mon Jan 12, 2004 6:12 pm
#7

I've got the best trick for this. First you have to get really familiar with what types of DNA you use and what kinds of genetic templates you usually crank out. I like using War Gronda DNA on my level 10s for physique and prowess, this will ensure you get high HAM and high kinetic resists...then go through and use the crappiest DNA you can find, I use corellian butterfly for aggression (they actually have decent stats for that) gurrcat DNA for the psychological, etc. When you get to the experimentation use your points to boost the low stats...probably will be mental, when you get done take a good long look at the stats on your pet. If they look about like a level ten would, use the best organics you have to build the creature OQ 900+. If they look way high use mediocre organics to make the pet 500-700 OQ. If they look somewhere in the middle use a high grade meat, but a low grade vegetable. The more you do it the more you'll get used to figuring out which templates to use top quality resources on and which ones to use crappy resources on. If you do end up with a nice level 11-12 you can sell it to a novice creature handler since they got dropped to level 12 now.



_______________________________________
Miss Doroturo
Contract Killer/Ice Queen
"If it were easy being me, everyone would do it."
_______________________________________
WeezerGeek
Mon Jan 12, 2004 7:29 pm
#8

As far as has been told lately, OQ of resources does squat in the critter making process. I havent documented anything, but I have made around 40 critters using only Bull Rancor DNA. Sometimes I use primo meat and shoddy flora, sometimes primo meat and primo flora, and sometimes shoddy meat and flora; but no matter what combination i use, the overall HAM and damage end up being around the same. If the quality of meat and flora mattered, I think there would be a noticable difference in stats in at least some of the pets I made...


=w= Weezer, Master Bio-Engineer, Scylla =w=

ShigatsuLi
Mon Jan 12, 2004 7:47 pm
#9

It effects the result quality which effects the CL...step 5/6 is the step you're dictating with the resource quality, not the actual HAM



_______________________________________
Miss Doroturo
Contract Killer/Ice Queen
"If it were easy being me, everyone would do it."
_______________________________________
AnitaSWG
Mon Jan 12, 2004 10:06 pm
#10






ShigatsuLi wrote:
It effects the result quality which effects the CL...step 5/6 is the step you're dictating with the resource quality, not the actual HAM





We were specifically told by the dev that resource quality has zero bearing on the final result.


Ri'a




:+: In Good Taste ~ Keren/Naboo ~ 1180, 3720 :+:
Ri'a Ocoli ~ *Cancelled*
Saori Eiwaki ~ *Cancelled*
Jaira Zelona ~ *Cancelled*

Ragnarog
Tue Jan 13, 2004 4:01 am
#11

I came to the same conclusion after making a series of clones using the same dna in the same slots, some with crappy meat and flora, some with excellent stuff and thre was no difference at all in the final results...



Rag



Master BE on Valcyn

Irish-one
Tue Jan 13, 2004 8:02 am
#12

Watch out for specials coming through on pets they seem to have a large bearing on the CL. I have created a gurrcat with HAM averaging 600 but it has Crippling Strike and Ranged Attack = Yes.


This Kitty is CL 13 or 14 from memory. Going on this example the specials are weighted in making the final calculation for CL.


Does anyone have any suggestions for how to experiment out specials?

Ralfire
Tue Jan 13, 2004 9:08 am
#13

I can make CL 10's, The deal is you have to keep the resists below 10, Hard below 150 and the biggy for me after trying dozens of templets is the power. it needs to be 100 or below. My best CL 10 has 3200 health 3100 action and 1500 mind, 7 on resists and does 20-50 damage. If the damage is higher it will be a CL 11.
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