Bio Engineer Archive

Thread: How do things effect clone lvl

kenfig
Tue Mar 15, 2005 11:15 am
#1

Hi all,


Im quite new to BE currently at lvl 2243 and mostly concentrate on creating creatures. The bestI have got so far at lvl10is 7k health but with poor resists or 5.5k Health with 40 % Kin (second gen). The mixtures i use for the resists tend to start with MH in the physique slot and BJ in the agression slot, HP fill the rest. Now with this mix and second gen sampling i can get lvl 10 critters but a friend of mine told me that its possible to get up tp 7k Health AND around 60% kin resists. Now for the life of me i have not been able to create such a beast and I have tryed many many diffrent mixes.

If anyone can help with advice on my creature mixing i would very much apreciate it. I also have a number of other questions that are running through my head, so hear goes,


1 Does the skin effect lvl of creature? ( I know that some are agresive and unsuitable for non CH)

2 How does the quality of a dna sample effect the creature, can it effect lvl?. (I now that mixing avr and aavr will round down etc)

3when spending experimental points can any of the slots raise the lvl of the creature?.

4 Any advice on DNA mixing for cretures that u can give.


If anyone can answer these questions it would be a godsend, If anyone has the time to go into detail plz mail me if u dont want to post.


Zadokk
Tue Mar 15, 2005 12:24 pm
#2

Staggered HAM lowers CL
Low aggression % lowers CL
Skins only affect MINIMUM CL
More vulnerabilities decreases CL
Lower to-hit lowers CL
Armour adds at least 8 levels.

they're just the ones off the top of my head.

Message Edited by Zadokk on 03-15-2005 07:24 PM

thecolonelcardaks
Tue Mar 15, 2005 12:31 pm
#3

one tip that someone gave me that allowed me to create the good non-ch pets is when you experiment physique at the 2nd generation (if your doing that) stop at around 400-460 fortitude... if you go over 500, it will give it light armor and will NOT be under cl10. Using this I was able to make cl9 banthas with 9k health and 58% kin res. Experiment a bit, but focus only on psychology and then a few points into physique, but don't break 500.



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Spazzers
Tue Mar 15, 2005 12:33 pm
#4


It would appear you're really asking how to craft a high HAM high kinetic non-creature handler animal. Based on the animals you've already crafted it would appear you have a grasp, mechanically, how to make animals. If you want a recipe you can do some research and find one that works for you. I don't believe anyone is going to come right out and tell you.


As to the topic of clone levels, there are a variety of theories what effects creature level and why. It would appear the resists play a large part in determining creature levels. A lot of vulnerable resists will lower a creature level considerably.


It has also been argued that armor plays a part in the creature level, although the latest experiments show otherwise. I can say if you are crafting an animal with a high stun resist, when armor is applied the high stun will be reduced considerably.


Damage and the to-hit stats may also impact a creature level.


A large stagger in the HAM bars may also effect the creature level. many of the "uber" non-creature handler animals you will find have a very high health bar, not so high action, and considerably lower mind. There is a theory that the average of the HAM may determine the level. If this is the case I would tend to believe each bar in the HAM weighs differently. The mind bar may play a higher part in the level which would explain why experimenting with mind will raise a critter level above CL10.


To summarize, crafting animals takes more than just mechanics. It involves note taking, paying close attention to the processes, what experiments do to all the stats not just the stat being experimented on, and how the resists impact the final product. No one particular element determines the level. It is a complex mixture of all the elements that determines what the end product will be.

Message Edited by Spazzers on 03-15-2005 11:37 AM



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R-ade
Tue Mar 15, 2005 12:35 pm
#5

Well, let me start out by saying that I am, by no means, the best pet BE (or BE in general :smileyvery-happy on these boards. There is a ton of info out there about most of what you want to know.Make sure you've read the FAQ and go through the other stickied posts and you'll get a motherload of info. That said, here are some brief answers to your questions.


1) The only affect on CL that a skin has id the minimum level. For instance, you can take 5 nuna samples and make a DNA template and put that into a Rancor skin and you will always get a CL25 pet even though if you put that same DNA template into a Dewback skin you'ld get a CL10 (or there abouts). Other than that skin has no affect on the CL.


2) It is my understanding that the quality of the sample affects the quality of the final combine and therefore allows the statsto be experimented higher. Also, the higher qualitythe DNA sample the more likely that a given special will come through on the final combine.


3) Yes, all slots have the potential to raise the CL of the creature. Thats a really simple answer for this question though. I suggest reading through the FAQ and pretty much anything stickied at the top of this board.


4) My suggestion, get to understand the basics first. Then experiment. Sooner or later you'll start to get the "feel" of what samples will work in what slots to bring out a certain attribute.





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ArthurDentOnBria
Tue Mar 15, 2005 3:08 pm
#6



Well, that's not always good advice actually. Here is why. If you are doing a low-level combine, you really need to know approximately what your max fortitude is for that combine. If it is below 500, what is going to happen is that the fortitude will max out long before the hardiness does. In other words, you may reach 499 fortitude, and have 2 experimentation points left, but if 499 fortitude is the max for that combine, experimenting those last 2 points will raise the health without affecting the fortitude. It's an important thing to know, otherwise you are cheating yourself out of additional HAM


The quick and dirty way of knowing? If the fortitude starts below 320, you are not going to get armor no matter how you experiment. If you are trying to create an armorless creature, it's highly desirable to have <320 fortitude on the template combine prior to experimentation.








thecolonelcardaks wrote:


one tip that someone gave me that allowed me to create the good non-ch pets is when you experiment physique at the 2nd generation (if your doing that) stop at around 400-460 fortitude...




Message Edited by ArthurDentOnBria on 03-15-2005 02:10 PM



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