Bio Engineer Archive

Thread: Observations of CL, Ranged Attacks, and DNA Quality behavior

Loper
Thu Dec 18, 2003 5:22 am
#1

I appologize in advance if this has been noted somewhere in a longer thread, but I felt that it was worth bringing to the community to see if anyone else could verify my findings as this has a pretty major impact on how the new cloning system works.

I have been trying to make guesses about the finished CL of my clones before I skin them in an attempt to give myself some positive reinforcement while learning this system. So far, I've been pretty wrong, but I'm getting closer and certainly noticing some trends. I've noticed the following things and am developing an early hypothisis:

Quality of DNA:
- Affects HAM of creature, but has little impact on final CL on samples of type High and Very High. Might reduce final CL slightly if AA or below.
- Has a MAJOR impact on final HAM stats. Higher quality DNA directly translates into higher possible HAM.

Armor (AR1):
- Jumps CL of final CL by ~5 levels if used in a "mixed mode" template (a template that has DNA from both armored and un-armored donors). This will NOT increase ham relitive to level, it simple increases the CL of the final cone.
- Is positivly based on the Physique stat. A DNA sample with AR1 in this slot is a must, although it seems to also be weighted by Prowess and Mind.
- Never appears (so far) in inital combine of template -- You have to spend at least some points into the Physique stat during template experimentation for this to appear; the higher lvl the clone, the less points need to be spent for AR1 to come through to the template.

Ranged attacks (Special 3):
- Jumps the final CL by ~5 levels if used in a "mixed mode" template (a template that has NA from both ranged and non-ranged capable donors. Seems to be weighted in the Agression profile, but I havn't done enough experiments to stand by this too firmly.

DNA Numeric Stats:
- Has nearly no variation of a particular donor type of a particular DNA Quality. This is a MAJOR change from the way we looked at the old system. Exaple: 2 VHQ samples taken from creature XXX type will have a variation of ALL stats of less than 20 points. The "matched Pairs" will almost always have a total combined variation of less than 5 points. This implies that its much less of a number game and more of an Art to get what we're looking for.

Some related notes I made last night while cloning:
- 5 Samples of the same type of creature will, in fact, produce a near-wild stat clone if VHQ DNA is used and all 5 areas are experimented roughly equally. HAM and DMG seem lower than wild when this is done, but resist, armor and specials are similar (with the exception of some AE specials that seem to be neigh impossible to pull through, if possible at all).
- Mixing DNA of different CLs and Resistance/Armor types seems to always produce a higher-than-expected CL. Example: I made 5 templates out of HQ/VHQ DNA taken from Gaping Spider Hunters and Horned Voritor Lizards used in the same slots on all clones, but with varying experiment useage on the template. All 5 had nearly identical HAM, Damage, Resists, and Specials, as expected. One of the 5, the one that I maxed Physique before anything else, had AR1 come through to the template. The 4 non-armored clones were all between CL 41 and 46, depending on if they gained the ranged attack or not (see above theory on this). The AR1 creature was CL 51.


Please do add to this, flame it, etc. I'm just trying to add my little bit of stuff now that I can do so.

Thanks



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TheLoneBowler
Thu Dec 18, 2003 5:35 am
#2

Excellent info. Thank you very much.


-Takes out notepad and scribbles, with wild mad scientist cackle





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