Bio Engineer Archive
Thread: Hardiness / Fortitude maximum formula... Version 1.0a
It is becoming evident that to unlock the Light Armor rating you need to get Fortitude over 500. (previous theories included 50% Physique, 500 Hardiness and Fortitude). So crunching thru some numbers I've found a fairly accurate way to predict the maximum value possible for Hardiness and Fortitude based on the stats of the DNA.
To use this formula you use the stat from the DNA in that slot of your template. So Physique, you would use the Hardiness number that appears on the DNA used in the Physique slot. The number generated by the formula should be the number you achieve in the statistic when you can no longer experiment anymore in that category (i.e. the Physique is capped full line).
Hardiness and Fortitude MAXIMUM (cap) formula:
0.40 x Physique + 0.25 x Prowess + 0.05 x Mental + 0.05 x Psychology + 0.25 x Aggression
In percentage (schematic form):
- Physique 40%
- Prowess 25%
- Mental 5%
- Psychology 5%
- Aggression 25%
I've run this formula thru for the other categories and it doesn't work very well. The percentages are definitely different for them. I'll have those punched out after I'm comfortable with these two formulae for finding the cap on Hard/Fort.
*Edit: Had a typo in the %'s for the schematic format - thanks Atlantis for catching that
Grelgen asked in version 1.0: "hold on, so i dont need to have any samples with armor in them, I just need ultra high health stats and odds are ill get armor?"
That I can't answer. Haven't narrowed / repeated armor popping enough to know which slots absolutely must have it.... or if even any of them need to have it. Typically when I've had armor pop onto a clone it is because I'm using armor in Physique and several other slots.
There was at least one report of someone getting Light Armor without using any armor samples. I haven't been able to duplicate this.
Just put this formula forth as a guide to help you know if you put that 100 Fortitude sample into Psychology are you going to NEVER be able to reach 500.
I'm polishing off one for Mental that seems to work beautifullly.
Prowess is being a major major bear
In particular the Endurance part of it. It is very difficult to get samples with the Endurance dramatically different enough to see patterns / pick out trends.... and when I do get those put together, the Endurance seems to defy all of my intuitions and speculations. Its almost like Endurance doesn't follow a % formula, but I'm not ruling it out yet.
Psychology is going to be a bear to figure out also I think. My initial crunching gets all screwed up if I use 2nd generation DNA (the ones with 1000+ Dependability) because the Dependability goes down as you experimeent on Psy LOL. Its whacky.. but I have a gut feeling i know why, just can't back it up yet.
Aggression I haven't even touched yet. Gut feeling tells me it won't be too difficult other than getting the right DNA to force results.
After I get that all done, I'm going to look at either the starting numbers in the DNA Template or the translation of Template stats to Creature stats.... both haven't made much sense to me at all and I have a feeling that the hidden individual experiementation results are going to make it very very difficult (Great Success on the DNA Template initial is really a combination of probably 5+ experimentation rolls that are hidden and reported as Great Success as an average)
we'll see though. I've gotten some interesting 1's and 2's in certain stats to try to find some minimums. Someone had an equation for dna stats to final creature stats buried in a post somewhere on here... don't see it so can't tell ya how it faired with my data.
I'll post up how experimentation effects stats gain too... had that for awhile but wanted to see if i could figure some peculiarities in it (like capping and failing). Given the hidden results though and the stat jump loss on failures its perplexing me.
one thing I want to know is - just a rough guess, any idea what slots affect what about the creature?
Annoka: LOL
itshumorous that I've almost 100% ignored what does what. It'll fall out eventually as I'm crunching numbers for DNA Template to Creature stats. Hehhe I am chuckling though that alot of you are building better clones than me because you've got more hands on experience to useintuition on with the system.
I'm just easily intrigued by numbers. I like to know how things work, then I figure out how to use em. I'd be the guy that could tell ya the horsepower of your engine setup but I couldn't point to a spark plug.
Sumorex wrote:
"It is very difficult to get samples with the Endurance dramatically different enough to see patterns / pick out trends.... and when I do get those put together, the Endurance seems to defy all of my intuitions and speculations. Its almost like Endurance doesn't follow a % formula, but I'm not ruling it out yet."
I don't have a clue what endurance does either. I at least have an idea on the other 9.
Also,
"My initial crunching gets all screwed up if I use 2nd generation DNA (the ones with 1000+ Dependability) because the Dependability goes down as you experimeent on Psy LOL."
I have notice that when I tame a low level pet, like the pre-patch Kaadus when mounts first came out, that I almost always succeed when training them a new command. On the other hand, when I teach commands to a pet with very high CL, I often have to make four or more attempts on some of the commands. I can't say I know what Dependability does for sure, but I suspect it may have to do with ease of training. I haven't, though,noticed a difference between how readily high CL pets and low CL pets follow commands thatI give them. You would think Dependability had something to do with, well, how dependable a pet was.