Bio Engineer Archive

Thread: What we know so far....

Kodi08
Mon Dec 22, 2003 10:45 am
#1

This is what I pulled out of multiple threads:


Hardiness = Health Stat


Fortitude = Armor (must be > 500 to have light armor


Dexterity = Action Stat


Endurance =


Intellect = Mind Stat


Cleverness = Percent to hit


Dependability =


Courage = Attack Speed


Fierceness = Ferocity


Power = Damage


It would be great to figure out those other 2, Probably has to do with ranged or specials


The one thing I stills don't get is after placing all the DNA into the slots, what can I do to figure out what the outcome numbers of each subcatagory and what will the max % I will be able to obtain will be, and is it an average from all the boxes?


Anyway, I hope this helps having all of this in one place and I will be happy to update with more info as it is received


Clover




________________
a Teh Darbs a

Kromeboy
Mon Dec 22, 2003 2:46 pm
#2

/nod Nice post!



The Dude Abides
Yewrev
Mon Dec 22, 2003 2:52 pm
#3

maybe dependability is ease of training? I have no problem training new BE pets at all. They always understand commands on the first try.



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Yewrev Americo

Master Bio Engineer - Chilastra

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grelgen
Mon Dec 22, 2003 3:00 pm
#4

add resists to hardiness





BE?
Kodi08
Mon Dec 22, 2003 4:34 pm
#5

Actually resists use this formula rounded down


0.40 x Physique + 0.25 x Prowess + 0.05 x Mental + 0.05 x Psychology + 0.25 x Aggression



Thanks to Sumorex for this info



Clover




________________
a Teh Darbs a

Sumorex
Mon Dec 22, 2003 4:38 pm
#6

There are some DNA samples (strings of 0's in effectiveness) that do seem to jump as you experiment in Physique... right now, most are thinking that is a bug because it is what is allowing the creation of CL9 10k Armor1 clones. Those clones are what my formula doesn't work on.



Sumo - Master Bio Engineer - Master Creature Handler

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Kodi08
Mon Dec 22, 2003 4:44 pm
#7

Yeah, but we know that that is bugged and eventually be corrected



________________
a Teh Darbs a

grelgen
Mon Dec 22, 2003 6:34 pm
#8

well when i dont experiment on physique the resists stay the same on the animal. but when i put at least 1 point of experiment, and not fail, the resists go up. prolly like our original reporting issue on the experiment screen



BE?
KnoleLightfoot
Tue Dec 23, 2003 1:29 am
#9

Nice...thanks Kodi08
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