Bio Engineer Archive
Thread: Test results: does creature skin add a CL bonus?
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?
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?
QFE. Stats were the first thing I thought of.
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.
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...
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.
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.