Bio Engineer Archive

Thread: Well, I went for power...

KarVarn
Wed Jun 01, 2005 4:58 am
#1

... and after several attempts I finally hit the magic CL70 number:

Health: 4875

Health Reg: 460

Armor Eff: 1860

To Hit: 126

Defense V: 109

State R: 33.3%

Critical Hit Chance: 3.9%

Critical Save Chance: 0.93%

Aggro Bonus: 2.32%

Damage: 128-482


The power on the DNA temp was 698.

It's still growing, so I don't know how/if the stats will shift. I wouldn't mind if the To Hit shifted up a little.


Not really much of a tank, but should be good for added DOT taking out lairs for harvesters.


I'm a post CU BE, but I have been having LOTS of fun with the pet making and I'm glad to be among you.

Now, if they only had specials working...




Dinjo Quan - Valcyn
Kivrin
Wed Jun 01, 2005 5:04 am
#2

Nice job. All my attempts with power in the ~700 area come out over 70.



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BraccusD
Wed Jun 01, 2005 6:34 am
#3

Nice!!! The armor, to hit, and defenseshould shift after calling it another time. I'm sure some riflemen might show a little interest to see how well it can keep aggro for them. They don't need a full health pet with how much damage they can do, as long as it holds it off long enough for them to do the big damage. Also probably ideal in groups where you just want the DoT.I think that mightout damage3 narglatches.



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
KarVarn
Wed Jun 01, 2005 9:57 am
#4

Thanks. It did take quite a few tries to get one to hit at 70. Most of them were around 80.



Mostly, I've been making pets for my CH/Rifleman alt. I had this template early on in the game, and thought I'd have some fun with it now that professions have been balanced... more or less... I've been enjoying it so far.



I'm going to try to make up some similar pets for a vendor I will be setting up soon. Thought I'd get a feel for the profession before I went public.







Dinjo Quan - Valcyn
Ankhesanamun
Wed Jun 01, 2005 1:35 pm
#5


Here's the best ive got so far


Health: 6855
Health Reg: 655
Armor Eff: 4464
To Hit: 165
Defense V: 147
State R: 29.699999%
Critical Hit Chance: 3.8479998
Critical Save Chance: 2.52%
Aggro Bonus: 10.724999
Damage: 97-391

Level: 68


Can never get it in that 70 range either 68 or 72 heheheh

Message Edited by Ankhesanamun on 06-01-2005 01:36 PM

KarVarn
Wed Jun 01, 2005 7:35 pm
#6

Yep, you were right. The Armor, To Hit and Defense value shifted up to 4696, 170 and 170. Might turn out to be a nice tank after all.



Now I need to make that CL70 Durni to grow nice and big for some PvP!






Dinjo Quan - Valcyn
Sculley
Wed Jun 01, 2005 8:26 pm
#7

wow nice




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Ankhesanamun
Wed Jun 01, 2005 10:09 pm
#8

Well poo,


I didnt get a stat shift mines been the same the whole time *cry* i want some good furtune too
Ankhesanamun
Wed Jun 01, 2005 10:11 pm
#9

Oh and holy crap is my razor cat huge at level 10 its as tall as my zabrak char
Ankhesanamun
Wed Jun 01, 2005 10:46 pm
#10


Hmm weird... I just made a level 70 creature also, similar stats to the original posters.



However, when my stats shifted they shifted to the same values his shifted too... Wonder if theres a min/max for each level and the warp it trying to account for that

supersparc
Thu Jun 02, 2005 5:57 am
#11

.....I have gotten to CL70 using templates with 490-500 Hard, less than 100 fort and 800ish power. BUT, they all have become invalid because the armor stats shift. This puts a major damper on all the 'power pets' I was planning. IN addition, I have to worry about selling deeds like this...not knowing whether they will become invalid or not.....





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BraccusD
Thu Jun 02, 2005 7:21 am
#12

Seems like they put in some "fix" for this post pub17. I got a pre CU razor with 11k health. He converted to CL58 and was callable post pub17. I tried yesterday to call him again and it says invalid stats. I smell a need for a better dev "fix" than that message.



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
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