Bio Engineer Archive

Thread: Anomaly with resistances

Kelderek
Sat Mar 12, 2005 8:23 pm
#1

So I was busy doing some multi-generational pet crafting tonight and had something unexpected happen. I had been doing a simple MDH Gx Gx Gx MDH template (where Gx is some previous generation) to try to get a nice high damage pet. The MDH has, as you know, 10% effective resistance to all, and the Gx DNA I was using was vuln to all. I have been doing this combine for lots of different pets over the past few days and every time the final combine is a vuln to all template as I planned.

I pop in the DNA for a 3rd or 4th gen pet, hit assemble and to my surprise I see 40% kinetic, 40% energy, 40% blast, and all others vuln and no armor (none of the previous generations had armor either). WTH? I didn't even do anhy experimentation on it.

Are we certain that the -99 used in the calculation for vuln resists is the same for DNA from the wild and DNA sampled from BE pets? Is it possible that the value increases through generations but mostly stays negative, and thus still vuln? What doesn't make sense to me is 1) all resists weren't affected only the first 3, MDH has resists to all, and 2) how did it jump straight up to 40% from vuln without any experimentation? I might believe it better if I saw it go from vuln to 5% resists or something like that, but this was a huge jump.



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furrycat
Sat Mar 12, 2005 9:27 pm
#2

> Is it possible that the value increases through generations but mostly stays negative,
> and thus still vuln?

Possible, true and demonstrated. But you have to keep track of the value because the system only shows vulnerable.

> how did it jump straight up to 40% from vuln without any experimentation

Because it's an effective resist and thus proportional to the template's fortitude. If a special resist evaluates to 0, it switches to being effective. Most likely the Gx samples had vulnerabilities around -1 or so and the final resist rounded to 0.




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droid327
Sun Mar 13, 2005 3:59 am
#3

Furrycat is right, even if that was a little confusingly worded

If you lose armor on a combine (IE go from 500 or more to 499 or less), effective resists will jump up; this happens a lot with creatures with no special resists and lots of effective resists, IE Kamurith Snappers and MDHs. Effective resists are tied in to fort, thats why you can experiment up on them. You can see this when you experiment from below 500 to above 500 and the effectives drop back to 0. This is the same effect, only in reverse.

And a template will show "vuln" for any resist value -1 or lower, even though it uses the true hidden negative value for future templates made with that DNA. Only wild DNA will have -99 on its vulns, unless you use 5 samples with -99 for a resist.



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Zadokk
Sun Mar 13, 2005 4:26 am
#4



droid327 wrote:
And a template will show "vuln" for any resist value -1 or lower, even though it uses the true hidden negative value for future templates made with that DNA. Only wild DNA will have -99 on its vulns, unless you use 5 samples with -99 for a resist.


There is a research thread post in the FAQ and my sig where this is proved.
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