Bio Engineer Archive

Thread: Cookie's Tip of the Week When Above Average is really spectacular

Nemthang
Wed Mar 10, 2004 6:24 pm
#1



Hi Folks,


This week's topic is about DNA Samples and critter construction.


Conventional wisdom is that an above average sample will give you a lesser result than a high quality or very high quality one when making clones. This is generally true, especially when it comes to sticking special attacks in Aggression and Psychology.


However, something that you may not have noticed is that the relevantstats in an above average DNA sample may be higher than a very high quality sample - even when takenfrom the same creature!


The way it works is this: a creature has distinct values for all the dna variables. For example, let's use the example of a random creature with 325 hardiness, 301 dexterity, and 320mind. Let's ignore the other stats (e.g., fortitude, aggression, etc.) for the moment for the sake of simplicity. When a bio-engineer successfully samples this creature andhe or she gets a dna samplelike 327-290-313, this result is compared against the original and it is assigned a relative quality label from very low to very high quality. In the 327-290-313 example I have chosen, notice how two of the scores are below the level of the creature and one - hardiness - is higher. This might result in the sample being labeled "above average."A "Very High" quality sample from the same creature might have values of 323-306-324.


Here's where a knowledgeable Bio Engineer can use this to their advantage. Based on the established forumulas identified by the great Bio Engineers on this forum, we know that whatever DNA we put in physique affects Fortitude and Hardiness to the tune of a 40% weighting. Thus, to get the best results when you create creatures, use the quality labels as a general guide, but scan the dna values carefully and put the highest value for the stat you care about in the best slot for it- regardless of what it's labeled.


Thus, by putting the DNA with the highest fortitude/hardiness score (even if it's above average) in Physique and the DNA with the highestintelligence score in Mental, etc., you will end up with a better creature than if you use a sample labeled "Very High Quality" that has a lower score. This is especially relevant since the values of the stats in DNA can vary dramatically from one sampled creature to the next. As a final case in point, I have sampled Merek Harvesters and gotten VHQ Samples with 565 hardiness and also gotten AA samples with hardiness over 650! It's easy to see how this can make a big difference in the final result.


In closing, pay close attention to the values of the DNA samples you have and where you put them and you'll make better creatures. Try it, you won't be disappointed!


Cheers-

Message Edited by Nemthang on 03-10-2004 10:49 PM

Message Edited by Nemthang on 03-11-2004 12:53 PM

TrandoshanDroidTech
Wed Mar 10, 2004 6:28 pm
#2

Very good advice even for new BEs like me



Danwwgh/Bria

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XpNsVe
Wed Mar 10, 2004 6:35 pm
#3

Good point



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fubar2150
Thu Mar 11, 2004 2:32 pm
#4

goodtip thanks



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Mapai
Thu Mar 11, 2004 3:35 pm
#5

Good Tip thanks



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Mirrl
Thu Mar 11, 2004 5:26 pm
#6

Generally good advice, especially when your making non-ch pets. Watch out however, especially when dealing with the mind and psychology slots. We all know that every slot effect every one of the final stats to one degree or another. Mind and psychology have a greater impact on the final stats than the other 3 slots. If you total there contribution percentage wise to the final product you find both have a total over 100. The other 3 slots each have totals unders 100.


Mind contributes as follows :-


5% physique + 15% prowess + 50% mental + 26% psychology + 8.5 % aggression = 104.5 total contribution


Psychology contributes as follows :-


5% physique + 8.5% prowess + 30% mental + 43% psychology + 16.5% aggression = 103 total contribution





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Nemthang
Fri Mar 12, 2004 1:53 am
#7

.
ForDee
Fri Mar 12, 2004 6:50 am
#8

Good tips, its what i do anyway...


I was reading something about crafting and stuff in general and i guess this sticks in some way...


It seems that at lower levels there is higher risk when creating stuff, your results are less consistant and the stats vary from very good to very bad, and when you get higher levels your risk goes down and the stats average out to a more constant high, but these may not be able to match some of those samples you took in your younger days...


Put simply, at lower levels you have more risk, more risk = greater variation in sample stats and your amazing successes are truely amazing, whereas your fails are catastropic


higher levels = lower risk = greater consistancy, but less spectacular amazing successes...



For 'Dee

Ap-xmasi keepuna!
Nemthang
Fri Mar 12, 2004 7:23 am
#9

"Watch out however, especially when dealing with the mind and psychology slots."


True, as with all things, common sense must not be abandoned. Using an AA sample with high fortitude but very poorint and dex will obviously negatively impact the result.


The two takeaways from the tip are: AA isn't always worse than VHQ; and pay attention to the stat values and put the best ones in the best spots.

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