Bio Engineer Archive

Thread: Stun resist bug...

W00tUberJedi
Sun Jan 04, 2004 2:29 am
#1

Its not a bug, when you get light armor on a pet I think either all or the highest resist stat goes to zero.




Well they let the Wookiee win
StarBase
Sun Jan 04, 2004 6:02 am
#2

I think the Effective resists drop when you get Light armor, but the Special will stay. So basically Special resists will stack with Light armor, while the Effective resists will go to zero when the resist is equal to light armor in protection.


Tal-N
Sun Jan 04, 2004 6:14 am
#3

Stun resists are almost always effectiveness for some reason, it can appear as special protection but you'll find it's one of the few damage types which commonly are listed under effectiveness along with restraint.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

TsiyaAma
Sun Jan 04, 2004 10:45 am
#4

Grrr, so my all-around good pet for anything is a pipe dream...I wanted stun for PvP because of the rapidly growing number of fencers I see around...



Tsiya Ama-Valcyn
Tsiya Ama-Radiant
3 accounts cancelled as of 9/19/04
Monthar69
Sun Jan 04, 2004 10:51 am
#5

How would that help against fencers? Stun resist refers to a damage type such as the damage a Jawa Ion Rifle does. Not a special skill that puts the icon on the ham bar.



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TsiyaAma
Sun Jan 04, 2004 10:53 am
#6

The novice fencer weapon is a stun baton, that does stun damage...it's the most commonly used fencer weapon in PvP because composite armor, which is the most commonly used PvP armor, typically has little or no stun resist...



Tsiya Ama-Valcyn
Tsiya Ama-Radiant
3 accounts cancelled as of 9/19/04
TsiyaAma
Sun Jan 04, 2004 10:54 am
#7

oops, also some NPC's when you close to melee will pull out a stun baton...they make hamburger out of a pet with stun vuln...Nightsisters like to do this...



Tsiya Ama-Valcyn
Tsiya Ama-Radiant
3 accounts cancelled as of 9/19/04
Tal-N
Sun Jan 04, 2004 11:05 am
#8

Also nightsisters now have that very cool sword which is Ap2 capable. Meaning it's almost as handy as a lightsabre.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

KillerCRS
Sun Jan 04, 2004 12:27 pm
#9

Yeah special protections seem to stick and stay after ar1 and cannot be experimented up either, but effectiveness resists zero out at ar1 and can be exprimented up.
TsiyaAma
Sun Jan 04, 2004 1:58 pm
#10

I was making clones with bark mite burrower DNA, with about 5 different species...trying to get stun resist up, I put 1 point in phys, stun went from 30 to 40, put the second point in, got my light armor and stun resist went to 0...my jaw dropped because I hadn't been scrolling down far enough, and couldn't figure out why my stun resist kept dropping...so I tried it again...same result...I submitted a /bug report and a ticket, but would like to know if anyone else has noticed this so I can add it to my ticket...btw, those bark mite burrower queens are MEAN! I died more today for 16 samples than I have in 50+ frenzied graul samples...



Tsiya Ama-Valcyn
Tsiya Ama-Radiant
3 accounts cancelled as of 9/19/04
Sooty
Sun Jan 04, 2004 2:53 pm
#11






W00tUberJedi wrote:

Its not a bug, when you get light armor on a pet I think either all or the highest resist stat goes to zero.







I hear a lot of people say this, but I have never experienced it even once myself. As I don't trust the current system not to be screwed up I almost always use original dna and don't go down the 'generations' route, but in all my creations I have not seen this effect once.


Points to note;



  • I have used dna with same-across-the-board resists (eg Merek DH) maybe twice

  • I have used 2nd generation dna about 5 times, never more than one sample in a creature

  • I have never ever used 3rd generation dna

  • I have never used any kamurith dna of any kind

As I am only interested in creating high end pets, almost everything I make has armor, so its not as if I lack experience at that end of the creation process. To make it clear, when fortitude hits 500+ (hit 500 spot on twice now and got AR1 both times) I have never seen a drop in any other resists.


As far as the stun resist stat itself goes, I have seen that wobble around abit as attributes change on experimentation (specifically Physique). I have also seen stun resist change on both final creation of template (after experimentation finished) and on final creature creation, but only by a few % points each time.

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