Bio Engineer Archive
Thread: The humble bageraset, what an amazing little creature....
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Pahbi
Fri Apr 16, 2004 3:57 pm
#1
For so long its bothered me that its near impossible to get intimidate special into high level pets and really get some half decent results. I tried and tried and tried, researched www.swgcreatures.com and just never seemed to have any luck.
Then I remembered my very first CH pet, a bageraset and I remembered it had intimidate. Well thats all well and good but how can that be incorporated into a high performance, high level pet?
The answer turned out to be the merek death head of endor. Now normally I won't give a merek the time of day, they are piss poor subjects for dna sampling IMO. But the deathhead has that special quality of being high level and not having any vulnarabilities.
There was a trick I noticed long ago that only seemed to occur with certain creatures, and the merek death-head was one of them.
It has to do with getting rid of a creatures armor, that causes a jump in resists in certain creatures.
A plan started to formulate...
I took 4 death head samples and 1 bageraset sample and combined them as DH, DH, DH, DH, B and experimented all the ham bars, being careful not to experiment to much as to get light armor.
My resists jumped from being 10% across the board to being 45% across the board (except for stun, bagerasets are vul to stun) and the final dna had intimidate special.
Phase two of the experiment will be tonight, I plan to combine BMBQ, BMBQ, BMBQ, BMBQ and the last sample will be a dna sample from the 45% death head dna with intimidate special.
If all goes well I'll have a pet with good resists across the board, high ham, high attack, light armor and the coveted intimidate special.
Wish me luck. 
LisaE
Fri Apr 16, 2004 4:08 pm
#2
having broken my share of clones at the worst possible moment, good luck
BravaMF
Fri Apr 16, 2004 4:22 pm
#3
That sounds awesome
Good luck and please let us know how it turns out!
NancyJ
Fri Apr 16, 2004 4:34 pm
#4
May I also suggest the Mountain Squill Guardian - High Energy and Kinetic resists (65 both iirc) and intimidate and knockdown specials - also CL 40 and can be found at a static poi
ArthurDentOnBria
Fri Apr 16, 2004 4:47 pm
#5
Angler dna is mighty nice as well as it has both strong poison and intimidate on the same dna and they are obviously very easy to find. Resists are not ideal and non-armored so you're looking at a multi-generational project to use them, but you're talking about doing that anyway with the badgerasets. Damage is probably the biggest drawback to using them, but sounds like you've already conceded that in this project.
Message Edited by ArthurDentOnBria on 04-16-2004 04:48 PM
Meplorium
Fri Apr 16, 2004 4:51 pm
#6
There is a static spawn of piketlonghorns not too far from my city. Gives intimidate and blind I blieve or maybe stun.
AnakinsClone
Fri Apr 16, 2004 6:42 pm
#7
NancyJ wrote:
May I also suggest the Mountain Squill Guardian - High Energy and Kinetic resists (65 both iirc) and intimidate and knockdown specials - also CL 40 and can be found at a static poi
From SWGCreatures.com, Energy & Kinetic are 60%. But since I've never seen one... where is this static POI again?
AnakinsClone
Fri Apr 16, 2004 8:19 pm
#9
That would explain why I've not seen one then. Every time I try the Squill Cave, 2 or 3 fighters are just coming out after laying waste to everything in there 
Thanks for the heads up though!
Tal-N
Fri Apr 16, 2004 9:46 pm
#11
I've never had any problems with getting intimidation onto higher CL clones, one of my fav builds is intimidation/blind when combined with a high HAM mob that has armor and solid resists to everything. Usually it has to be done with inbreeding of several generations of clones though to get the right mix, usually I'd consider a CL50+ to be a high level possible with intimidation. Don't think you could get one over CL60 though without struggling to get blind in there too.
ZardoZap
Sat Apr 17, 2004 3:34 am
#12
Let me hazard a guess what went wrong for you.
The problem is not keeping in mind the difference between special resists and non-special resists (I will call them normal resist).
Now the death's head and the bageraset have normal resists in the relevant areas. This can be confirmed by swgcreatures (I haven't actually checked the bageraset, but know this is the case with the death's head). This means a number of things a) normal resists are wiped out by vulnerability in any dna - unlike special resists which are only reduced [although they can be reduced to vulnerable as well], normal resists vary with fortitude and are "reset" at 500 - which is what you were experiencing with clone 1; and c) the most important - when you mix special resits and normal resists - normal resists count as zero.
So your clone had 45% normal resists - which is pretty impressive. However when you combined it with the bmbq or whatever - all of its high resists are special resists and so the slots you put your clone in counted as zero resist.
Anyway just my guess - good luck with the search!
Bar.
The problem is not keeping in mind the difference between special resists and non-special resists (I will call them normal resist).
Now the death's head and the bageraset have normal resists in the relevant areas. This can be confirmed by swgcreatures (I haven't actually checked the bageraset, but know this is the case with the death's head). This means a number of things a) normal resists are wiped out by vulnerability in any dna - unlike special resists which are only reduced [although they can be reduced to vulnerable as well], normal resists vary with fortitude and are "reset" at 500 - which is what you were experiencing with clone 1; and c) the most important - when you mix special resits and normal resists - normal resists count as zero.
So your clone had 45% normal resists - which is pretty impressive. However when you combined it with the bmbq or whatever - all of its high resists are special resists and so the slots you put your clone in counted as zero resist.
Anyway just my guess - good luck with the search!
Bar.
0rlandu
Sat Apr 17, 2004 12:13 pm
#13
The problem with all resists being 45% or so is that once you give it light armor, they all drop to 0% or maybe 1%. The best I was able to do is 5% all resists with light armor, which pretty much sucks. Your best bet is just to stick to the main resists, kinetic, energy, and stun.
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