Bio Engineer Archive

Thread: I think I cracked the initial template numbers.

GreenStok
Tue Feb 10, 2004 7:12 am
#1

I do not understand any of this post.



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ImdaREELjedi
Tue Feb 10, 2004 9:15 am
#2

all i can say is.....GOOD JOB!


holds true so far for every template ive tried. if i come across any that dont work, ill let you know



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Mirrl
Tue Feb 10, 2004 11:21 am
#3

Hi Greenstock,


I probably didn't explain well. The idea is that when you combine 5 DNA samples together you get a template with initial values for the 10 attributes. Thanks to Sumorex we know the formulas for how much a pair of attributes will increase on any given experimentation (Assuming a great success) and what the maximum value you will be able to experiment each attribute to. The formula we seemed to be missing for the attributes, was what their initials values were going to be in the initial template pre-experimentation. Thats what I think I've found the formula for. I think this coulkd be extremely useful in CL limited creatures. If you want something like a creature with fortitude of 100 or less then you know that you need to keep the fortitude maximum to 250 or less. If you want a hardiness of 250 or less then you need a maximum of 430 or less. It also indicates that if you can get an attributes maximum to 850 or higher, then any experimentation will actually lower the attribute because your already over the maximum. (Granted I've only seen this with Dependability).





From'mirrl
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ArthurDentOnBria
Tue Feb 10, 2004 11:28 am
#4

Hmm, this is good work, and would be cool to nail down. One of the very big things to know is armor/no armor on the initial combine as many times that is of utmost importance. I've gotten sort of a "feel" for it, but have never tried to quantify it in a formula. It would be extremely helpful though.


One problem with this formula is that it would seem to me only to predict the correct result if you are using 5 identical samples in the combine (which personally I never ever do). We know for example, that all 5 slots contribute to fortitude, and every other statistic is influenced by multiple dna slots as well.



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NancyJ
Tue Feb 10, 2004 11:38 am
#5

But if we know how each slot affects each attribute then we can also calculate the DNA stats for each slot using these formulae - so good work all round, we may have this profession cracked heh




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Mirrl
Tue Feb 10, 2004 11:57 am
#6

Hi Arthur,


This shouldn't require identical DNA types, it certainly didn't for me. The magic number for the maximum is 636. You want your maximum to be over 636 to get the armor to show up without experimentation. The relevant formulas are :-


initial =max * (max/1000 + 0.15) = 636* (0.636 + 0.15)= 500


To get a maximum of at leat 636 just uses the fortitude formula that Sumorex gave us.


Max-fort = Phys/fort * 0.4 + Prow/fort * 0.25 + Ment/fort * 0.05 + Psych/fort * 0.05 + Aggr/fort * 0.25


An example would be Bull Rancor/Bull Rancor/Kamurith Defiler/Kamurith Defiler/Kamurith Defiler.


Max/fort =664 * 0.4 + 660 *0.25 + 560 * 0.05 + 558 * 0.05 + 562 * 0.25= 627


initial = 627* (0.627 + 0.15) = 487, not enough but close.


Try again BR/BR/NM/NM/BR and we get


Max/fort = 664 * 0.4 + 660 * 0.25 + 560 * 0.05 + 562 * 0.05 + 658 * 0.25 = 651


initial = 651 * (0.651 + 0.15) = 521 over with room to spare.


As seen in the examples it does mean we need to play around with the DNA we have in various slots and pull out the calculator.





From'mirrl
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SonGouki
Tue Feb 10, 2004 12:10 pm
#7

Oooooooooh!


I just got it





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ArthurDentOnBria
Tue Feb 10, 2004 12:21 pm
#8

Aha! This was the piece we were missing Thanks Mirrl! I'm going to start keeping track of this. Will be nice knowing for certain if I'll be getting armor or not!




Mirrl wrote:

Max-fort = Phys/fort * 0.4 + Prow/fort * 0.25 + Ment/fort * 0.05 + Psych/fort * 0.05 + Aggr/fort * 0.25









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%


Plageron
Tue Feb 10, 2004 12:24 pm
#9

I just made 12 templates and I am soprry say your equation is way off.

Maybe its becasue the samples are all random, or maybe its becasue there is a random variable in the Craetion of templates process.

And then of course the final creation added a nother random variable as the Finalized Creature didnt match the template.

So anywise....Nice attempt at putting a mathematic equation on this Crafting Proffession...but it fails.



---"Back off Man!! I'm a Scientist."----
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Plageron
Tue Feb 10, 2004 12:26 pm
#10

Great so now I am getting hit up by people who read your post...thinking its how the creation process works...

Sigh...

Make more templates and creatures before posting erroneous information please.

And before you post more BS...no the second and third generations dont work this way either.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
ArthurDentOnBria
Tue Feb 10, 2004 12:33 pm
#11

Plageron, **edit** is your problem? He posted this to share knowledge and explicitly said in his post this was a theory that he wanted help testing. This is exactly the sort of thing these forums are for, not BS flames like you post.


And you know what? since you posted no results at all, no numbers, no findings, no theories, just a little, childish, BS ranting, I'm a lot more inclined to believe that you bungled up your calculations than Mirrl did his. I'll be trying this out myself and will post what I find, but we really don't need your "feedback" if it doesn't even attempt to be constructive.




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%


Mirrl
Tue Feb 10, 2004 12:33 pm
#12

All right I 5 *'d you Plageron, but if you have some counter-examples I'd really like to see them I've now gone through the first 12 creatures in my lab note book and the equation still seems to hold true for me. I'm perfectly willing to believe that I missed something but without any conuter examples its tough to work out what that is.



From'mirrl
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Mirrl
Tue Feb 10, 2004 1:44 pm
#13

OK, I think I've cracked the formula for the initial template numbers. I've only checked it against 5 of my creatures so far though so I would appreciate it if other people could check it against their notes. The basic formula seems to be :-


initial = maximum * ((maximum/1000) + 0.15)


So if the maximum fortitude is 618 then 618 * (0.618 + 0.15) = 475. The result I got.

This also explain why when the Dependability maximum predicts 945 you get an initial of 1040.


If this works out many of you who've been using Tal-N's non-CH post may find this very useful because it could let you get to exactly the numbers you want without having to worry about experimentation.

If you want a hardiness of 250 then you want a max hardiness of ~430. If you want am Intellect of 100 then you want a maximum intellect of 250. etc.



From'mirrl
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