Bio Engineer Archive
Thread: Kenetic assistance needed!!
if you use harvester in the first 2 slots you wil get 60 but you want to also make sure you have decen Kin in agression.if you put a vuln or low number it will drop it alot.
if you want one characteristic, like resistance OR specials, then go same-type DNA in all slots. you're almost guaranteed to get the stats from the 'donor' in whichever skin you choose (for example, light resists, KD, dizzy, and ranged from mountain worrt DNA).
mixing and matching is yielding various results, and these are starting to show some consistency now that more people are testing and posting them... a brief summary (which is bound to be error-laden, I apologize)
physique: resist, possible armor, Health
prowess: resist (less), possible special, Action
mental: resist (very little), ranged attack, Mind
psych: resist (very little), possible special
aggression: damage, resist (less), special
for resists: the current posts indicate that the physique slot counts for about 40%, the prowess and aggression stats about 20% each, and the mental/psych stats less than 10% each. the problem is that mixing DNA types can produce effective clones, but it takes a VERY trickymix (obtained by skill, or luck) of DNA to bring out the best possible combination. inbreeding from clone DNA also allows the enhancement of certain desirable aspects... or botches a whole run of clones.
until AOEs, bleeds, and the 'unknown special' become available to clones, avoid them... they seem to increase the CL without offering a working special attack (examples are plague strike, force strike, open wounds, poison spray, etc).
if you're not a master yet, you'll hit additional barriers to controlling combinations, as your DNA will still show wildly variable stats, and your BioE assembly/experimentation will further muddy good combinations.
Simple to get armor you must get the physical above 50 but the dna has to have light armor on it at least in physical and prowess, also the slot that seems to always deem specials is aggresion. so to get pretty good pet (kinetic 50ish) I use
Physical = Frenzied graul or Harvestor Merek
Prowess = Mutant Ranco or Rancor Youth or other high kinetic
Mind= Cave creeper Merek (or something like that or anything with ranged attack)
PHyscological(sp) = really have not determined what this does so i just pick a random sample but usually CL 50+
Aggression = Merek Death's head
This gives me a pretty good resist pet with light armor and strong poison and strong disease pet
just remember to experiment the physical to at least 54ish but with this i usually get it to 63
CL tends to vary on experimentation and quality of the dna used.
What I have gotten from the board is this, for Armor Fortitude must = 500 using this formula:
0.40 x Physique + 0.25 x Prowess + 0.05 x Mental + 0.05 x Psychology + 0.25 x Aggression
This goes for resists also, the number you get after plugging in your DNA and running through this formula will give you your resist rounded down.
(all credit goes to summerex)
lammergeier wrote:
if you want one characteristic, like resistance OR specials, then go same-type DNA in all slots. you're almost guaranteed to get the stats from the 'donor' in whichever skin you choose (for example, light resists, KD, dizzy, and ranged from mountain worrt DNA).
mixing and matching is yielding various results, and these are starting to show some consistency now that more people are testing and posting them... a brief summary (which is bound to be error-laden, I apologize)
physique: resist, possible armor, Health
prowess: resist (less), possible special, Action
mental: resist (very little), ranged attack, Mind
psych: resist (very little), possible special
aggression: damage, resist (less), special
for resists: the current posts indicate that the physique slot counts for about 40%, the prowess and aggression stats about 20% each, and the mental/psych stats less than 10% each. the problem is that mixing DNA types can produce effective clones, but it takes a VERY trickymix (obtained by skill, or luck) of DNA to bring out the best possible combination. inbreeding from clone DNA also allows the enhancement of certain desirable aspects... or botches a whole run of clones.
until AOEs, bleeds, and the 'unknown special' become available to clones, avoid them... they seem to increase the CL without offering a working special attack (examples are plague strike, force strike, open wounds, poison spray, etc).
if you're not a master yet, you'll hit additional barriers to controlling combinations, as your DNA will still show wildly variable stats, and your BioE assembly/experimentation will further muddy good combinations.
Wow! Thanks that's just the information I was looking for!
ZargosX wrote:
Why cant I get kenetic resist up to 60? Highest I have gotten is 51. I have used Merek Harvestor DNA in the slot which has 75% kenetic and yet with that I get 40+. With ancient or frenzied graul I get the 50. Why is that? It is driving me crazy I have the specials and the armor figured out but cannot figure this out. BTW I was putting the dna into the physical and prowess spots. Please let me know what is up.
If you are adding Merek Harvesters to physical and prowess and getting onl 51% kinetic, sounds to me like you're using really bad dna. What quality dna are you using? When I do that using VHQ I think I've been able to get up near 60%. I've kind of soured on Merek Harvesters though because, as I recall, they tend to add energy vulnerability to the creature, and this is rarely desirable unless you are REALLY selling out to get high kinetic and low CL in which case sometimes it's a good thing. Frenzied Graul and Bark Mite Burrower are my two favorites nowadays for CL 25-40 level creatures.