Bio Engineer Archive

Thread: CL10 Damage Pets

Kelderek
Wed Mar 23, 2005 11:08 pm
#1

Do any of you guys make these? If you do, what is the max damage you've been able to achieve on a non-CH pet? I figure a lot of people don't need a pet to tank for them. A TKM might like to have a pet as a mount and also supplemental damage when soloing. My damage pets are usually vuln to all and have weaker HAM, but very nice damage.

The best I've made so far looked like this:
CL6
8800 health
2800 action
3209 mind
vuln to all
1.97 atk spd
0.22 to hit
435-580 damage
strong poison / strong disease

This is a 3rd gen pet. I could probably get the damage higher with a 4th gen if I had more DNA and patience to make multiple 2nd and 3rd gen pets to have enough DNA samples for a 4th gen. Salome's Law firmly states that "The more generations it takes to make the pet, the fewer DNA samples you will get before it poofs".

I figure the ultimate no-CH damage pet would have to have max mind and min health or min prowess (reverse of "normal" CL10 templates) to maximize the cleverness for the to hit ratio, but I haven't tried this yet. It would probably be difficult because it goes against conventional wisdom to have mind higher than health for a low-level pet.

Anyway, I'm curious what the max damage you guys have been able to get on your non-CH pets.



Salome - Elder BE, Master Engineer Trader, Storm Squadron Ace
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Zadokk
Thu Mar 24, 2005 3:33 am
#2

I've been planning to make one for a while but I've not been able to find any MDH DNA recently so my attempts haven't even reached the starting line yet (perhaps you could supply some tips for finding them? )

As for Salome's Law, although I can't prove it with hard evidence, I actually think it is wrong. Many months ago while I was attempting to squeeze armour out of a CL10 pet, I found a method of mass producing CL15 pets with 60% kinetic and light armour. This involved sampling one of the previous generation to death and then using their samples as follows: MH-MH-1st-1st-sevorrt. I must have got one pet to its 15th Generation before I ran out of MH samples but I was still getting 4-5 samples out of it. So each generation would yield approx. 4-5 pets, one of which would end up as a donor.

Message Edited by Zadokk on 03-24-2005 10:35 AM

Kelderek
Thu Mar 24, 2005 6:46 am
#3

Well my luck is much worse than that. The other night it took me 3 different g2 pets to get 3 DNA samples to try a 3rd gen. The number of DNA samples I got before the pet poofed was 0, 1, and 2 respectively. That first one really got to me, "you have failed to collect a viable DNA sample" and bye bye pet. :/

I don't have any secret to getting MDH DNA (which I also use in my damage pets). I usually find them in the same lair as MHs. I found a huge lair last week that spawned 4-5 DMA, 2 MH, and 1 MDH each of 3 waves, with the usual TMB x3 and KMH x1 death squad spawn when the lair is almost destroyed. That one was fun, I got a ton of MH DNA from that lair.

As for the damage pets, I've only made a few of them, but they all sold, despite the higher price I set on them too (at least 3rd gen pets with DNA from 4 planets). I've sold 2 so far that had max damage around 490-520, and I just put this 3rd pet up for sale with max 580 damage. So there is at least some demand out there. That's why I'm curious if anyone else makes them and how much damage people have been able to get.



Salome - Elder BE, Master Engineer Trader, Storm Squadron Ace
Galactic Hot Spot: Corbantis Bio Engineer Pet Museum
Insomniac - Elder BH, Master Medic, CorSec Ace "I'm Your Huckleberry" | "Piledriver"
SirLoin OfBeef - Elder Merchant, Master Structures Trader, Crimson Phoenix Ace
Valadion - Elder CH, Master Medic, CorSec Ace
Vendors: NGE Loot - Attachments - Old Stuff, Salome's Droids, Single-Use Droids - BH, Survey, etc., Master Artisan Electronics Components, Astromechs and Flight Computers, Pilot Ready Chips
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supersparc
Thu Mar 24, 2005 7:00 am
#4

580 is better than I have gotten. I seem to always end up somewhere around 530 or so max.

I actually recommend the unbalanced triplets to MCH that ask for tips. I usually go with 2 of these and main tank around level 50 or so. Although pets have no AP, 1500 or so damage and mutiple chances to land specials aint to shabby. Sometimes the MT is a IMB clone...which works well too.

BTW, is it ranged? I always try to get it ranged to pull for the player tanks or plink from a distnace while the player tanks.





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darkmeh
Thu Mar 24, 2005 9:56 am
#5

I've managed to make a pet with ~550-560 damage with ranged attack, but that was before the damage change. Not sure what it would come out to now...



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Crafting4Fun
Thu Mar 24, 2005 6:09 pm
#6

I've been able to squeeze 620 consistantly.



Level 10

8.6/5.4/4.0

Vuln to All

455-620 dmg


Zeno
bline163
Fri Mar 25, 2005 7:36 am
#7

I'd really like to try making one of these pets, but don't know the process you used. I'm still new to BE and have just started all the tissue making and a few cl10 pets.


I did the vd,vd,sv,sv,sv and seems to work pretty good, but very little damage. If you could post a quick walk through that would be very cool of ya.


Thanks,



Wozo (master swordsman / master bio=engineer)

BE Vendor located in Vault 13 Shady Sands, Tatooine (6265 2385)
Kelderek
Sat Mar 26, 2005 1:20 am
#8

If you want higher damage you'll have to sacfrifice on other stats if you want to stay below CL10. You'll have to give up resistances and some HAM for it, but for a true damage pet you shouldn't need that much HAM anyway.


The first main change you do from your usual CL10 pet is swap the prowess and aggression DNA. For the purpose of health and resists alone these slots are the same since the physique algorithm weighs them both at 25%. So instead of VD VD Sev Sev Sev, you can try VD Sev Sev Sev VD.


The second big step is to use a few generations to get more vulnerabilities and lower HAM across the board and also widen the gap between your health and mind. For experimentation, always max out Psych., this will help keep the CL low, then put points into Pyshique, making sure you don't get armor (keep fortitude below 500) After that you can spend extra points on aggression to get the damage up. I don't ever experiement ion prowess or mind for these pets. Get vulnerability to all resists with a first gen pet if you can, this will drop the CL a lot.


Your resists will reemerge in the 4th or 5th generation and jump your CL way up (I went from vuln to all CL6 3rd gen up to 40Kin/40En/40Bla/40Heat + armor and CL33 in my 4th gen once, not much I could do with that). You canoffset that effect by adding in 1st gen vuln-to-all DNA into your higher gen pets (prowess slot is best for that), but if you get to that point you're probably just wasting DNA samples - scrap it and start over. This is why I usually stop with a 3rd gen pet.


I haven't tried using one of the VD based recipes for a damage pet, I only use that recipe for regular non-ch tank/mount pets, the pets I posted about above were 3rd generation pets that used Merek Death's Head (MDH) DNA for Phys + Aggr. slots. It isn't easy, it takes a lot of time, patience and a ton of DNA to fool around with until you get a recipe that works. But to me that's what makes it fun and interesting



Salome - Elder BE, Master Engineer Trader, Storm Squadron Ace
Galactic Hot Spot: Corbantis Bio Engineer Pet Museum
Insomniac - Elder BH, Master Medic, CorSec Ace "I'm Your Huckleberry" | "Piledriver"
SirLoin OfBeef - Elder Merchant, Master Structures Trader, Crimson Phoenix Ace
Valadion - Elder CH, Master Medic, CorSec Ace
Vendors: NGE Loot - Attachments - Old Stuff, Salome's Droids, Single-Use Droids - BH, Survey, etc., Master Artisan Electronics Components, Astromechs and Flight Computers, Pilot Ready Chips
Imperium Mall on Naboo (-3311, -5116)
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