Bio Engineer Archive

Thread: Test results: does creature skin add a CL bonus?

Kelderek
Tue Mar 22, 2005 5:18 pm
#1

So I've often suspected that there's more to the skin selection than just a minimum CL. There have been times where I'm aiming for CL10 and use a razor cat skin and hit 11 a few times, then I try a hermit spider on the same template and I get CL10. Was it a fluke, bad luck on some templates, or is this because of a hidden bonus to the CL inherent in the skin?

I decided to run a test. I chose a template that gives me CL12 final pet when combined with a CL2 minimum skin. The template is the familiar VD VD HP HP HP, but I experimented physique to max and aggression to max and nothing else. Three times in a row I got a CL12 gnort with this template.

So then I went to try the same template with a razor cat. If the result turns out higher than CL12 then I know that the skin adds a bonus to the CL for certain. Alas, in three attempts with this template and razor cat skin I got CL12 every time.

I'm not really sure how definitive or conclusive this test is, I suspect further testing needs to be done, perhaps with higher levels or with a different method altogether.

There can be a lot of explanations for the trends I had seen before with a high minimum skin seeming to come out higher in the end than a lower minimum one. Differences in the quality of DNA samples used, small changes in experimentation (like less than great successes or failures), or perhaps a difference in the final combine success. It just FELT like some skins boosted the CL some, and I've always used the lowest skin I could if I am worried about hitting a certain level pet.

Have any of you had similar results?



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ArthurDentOnBria
Tue Mar 22, 2005 5:29 pm
#2

I never have no. At least none that I have attributed to the choice of creature skin. I used to use a recipe that was: VD-HP-HP-HP-VD that came out with CL 10 about 90% of the time, and CL 11 10% of the time, but I never bothered to document the differences, or to notice any correllation between my choice of skins and the results. I'd mostly just cuss and hit "destroy" on the creature, and move on when I got CL 11.


If we wanted to test this thing more thoroughly, I think we'd need to better document results. My suggestion would be to repeatedly make a bunch of creaturesusing the same recipe, and fully documenting:


a) complete dna template stats
b) success levels, particularly in the final "creature assembly"
c) the skin chosen
d) complete final creature stats


I think what we'd want to do, is to rule out gross differences in creature stats or differences in assembly, before concluding that it is the creature skin causing the variations.


That's my thought on it anyway.





Kelderek wrote:
Have any of you had similar results?








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Halthron
Wed Mar 23, 2005 3:49 am
#3






ArthurDentOnBria wrote:

If we wanted to test this thing more thoroughly, I think we'd need to better document results. My suggestion would be to repeatedly make a bunch of creaturesusing the same recipe, and fully documenting:


a) complete dna template stats
b) success levels, particularly in the final "creature assembly"
c) the skin chosen
d) complete final creature stats


I think what we'd want to do, is to rule out gross differences in creature stats or differences in assembly, before concluding that it is the creature skin causing the variations.


That's my thought on it anyway.





QFE. Stats were the first thing I thought of.

Dorelli
Wed Mar 23, 2005 6:59 am
#4

I have not noticed that the skin matters. I have noticed that the hardiness of the voritor DNA matters a lot. When it is higher (like above 590) then when you experiment on physique it tends to 'jump' up very quickly to above a level 10.


I tend to try to pair a high VD hardiness sample with a very low one in the VD-VD / .... recipe. Then the middling ones are paired. This gives me a higher change of a level 10 I find. But for the high/low pair - i can usually only get in 1 point of experimentation, the mid/mid pair i can get maybe 3.


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supersparc
Wed Mar 23, 2005 7:26 am
#5

I feel like skin choice matters but I dont have exact results...and honestly, dont really want to test it. However, furrycat verified ferocity is related to the skin. I also think Dependability is related to the skin. These are NOT supposed to effect the final CL...however, they may have an extremely minor effect. Perhaps a narglatch skin with a 9 in ferocity, will gain you .2 CL compared to a 0 ferocity gnort skin.....

All that being said, I agree the skin could only be a very, very minor part of the CL...but, I would suggest anyone testing to use gnort and narglatch for the skins or something similar...





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PlainWhiteSocks
Wed Mar 23, 2005 10:40 am
#6

I found a strange thing with my stable CL10 VD recipe. When the Hardiness is up above 600 or the hardiness is below 550 in both samples it still creates a CL10 pet. I would have suspected a higher stat template to create a CL11 at least 10% of the time, but that's not the case so far.

I think I'll do some testing on this. I don't think I'll be able to finish my other test by the release time for the CU, and this will be a good thing to figure out, or at least collect solid data on.



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furrycat
Wed Mar 23, 2005 12:15 pm
#7

I vote template stats

Whenever I want to duplicate a creature I made before, I'll experiment my template so its stats more or less match those of the older pet. Almost every time the new pet comes out with the same level.

This would be a very interesting experiment if done right. Template stats would need to be kept the same plus or minus a few points. That means using the same sample stats (again plus or minus a few points) for each slot. It's a lot of paperwork that could lead to good conclusions.

Definitely my gut reaction is that skin doesn't matter. Template stats all the way.




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projecto2501
Thu Mar 24, 2005 1:07 pm
#8

I have assembled a bunch of the the VD VD HP HP HP pets and here is what I've found to avoid level 11's:


After assembly check the "mind" stat. If is is over 23 then, leave the "action" stat alone and max out "health" you can routinely make +7Khealth pets that way. As a bonus, the higher health stat will boost the mind pool on the final pet assembly. [health in templateboosts mind in assembly, mind in templateboosts action in assembly, action in template boosts health in assembly]


If the "mind" stat is less than 23, Experiment "action" and "health" till the two of them are total 700. It's best to experimet in "action" first since it jumps more sharply and that will give you an idea how far you can go with "health". For example, if you expermiment once in action and get 280, then you can safely go up to 420 in health. However if the action is beefy and same comes out to 340, then you've got to watch the health does not go above 360 (easy to over shoot).


Of course, don't ever experiment on the mind with this template.


As to whether the pet skin has an effect on level (beyond the minimums), I used to think that there was something to it but have become less and less convinced the more pets I make. I think though that possibly the "micro" pets (durni, vir vur, jax, gnort, squall) get a discount.
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