Bio Engineer Archive

Thread: Artful's Bantha non CH mount/tank with Recipe

Akelan
Wed Mar 10, 2004 9:07 am
#1

I have been working on developing a decent recipe for non-CH pets that will work well as a mount/tank combination with some acceptable, below-nerfbait-stats and some usable specials.

Artful Badger is my partner in game, and this is her new Bantha, a relatively typical example of the results of this recipe.

Artful Bantha - CL 10
Health: 2598 (average range 2600-2900)
Action: 2293 (average range 2200-2500)
Mind: 1073 (average range 1000-1200)
Kinetic: 4% (max 10%, average 5%)
Energy: 4% (max 10%, average 5%)
Damage: 45 (average 40)
Special 1: Stunning Strike
Special 2: Intimidation
Ranged: Yes

This is a quite repeatable result on a second generation for this recipe. I have been using it to make some Banthas and Cu Pas for sale as mounts when Publish 7 allows them to be trained.

I'll be glad to trade recipes in a PM with anyone that has a good recipe for a solid pet of a good level, to help broaden my knowledge as well as provide others with a useful one for this level. I have yet to actually get one of these onto the vendor, btw, as people I have spoken to have passed it on to their guildmates and I have more orders than I can fill as yet for them.

BTW, in my experience, this DOES require high quality flora and meat for the final combine; every attempt with less than very good meat/flora has tripped over to CL 11.

LLan Farseeker

Message Edited by Akelan on 03-11-2004 09:11 AM

Akelan
Thu Mar 11, 2004 10:10 am
#2

Nobody willing to trade recipes, so I guess I will just post this one here.

First Gen -

Phys: Spineflap Handmaiden
Prow: Spineflap Handmaiden
Ment: Spineflap Soldier
Psyc: Spineflap Soldier
Aggr: Spineflap Handmaiden

Experiment Physique to about 170, 50 fortitude or less
Experiment Prowess to get Dex near Hardiness score
Experiment Mental to about 100 Intellect

Result will be about CL 13, 12-13% Kinetic, 3k/2.6K/1.6K or so, with Stun, Intimidate and Ranged.

Resample for the second gen, use Handmaiden DNA in Mental or Psychological to boost kinetic/energy resists if needed.

Second Gen should be all resampled, look for lowest Fortitude for slots 1,2 and 5. If you did not get both specials, you can try to "breed in" with slots 4 or 5, but it may add a generation to get a CL 10.

Stats on the final template of around 160 Hardiness, less than 50 fortitude, near 160 Dexterity, 100 or less intellect and minimal damage will give the best chance of CL 10. Be certain to use high OQ materials for the final combine, the trip-over to CL 11 is VERY close and the quality of the materials seems to make the difference here.

I have seen the hardiness as high as 170 work, which gives a 3K health, but only if Dex was lower than 130 and Int lower than 100.

Spineflap handmaiden DNA has 15% resists to both Kinetic and Energy, Guard has 0 resists, so the less of the guard you need to add, the better. I have made CL 10's all from Handmaiden DNA in 2 generations with 15% kinetic and energy, but they have only Intimidation and the ranged.

Good luck with this one, it has been making some great creatures for me. The recipe has little room to spare for a CL10, and may take a few generations to get right, but it does produce some quite nice Non-CH pets that are quite reasonably balanced and have useful specials.

LLan
Nemthang
Thu Mar 11, 2004 10:34 am
#3

"BTW, in my experience, this DOES require high quality flora and meat for the final combine; every attempt with less than very good meat/flora has tripped over to CL 11."


Pure coincidence, I assure you. I have made over 500 CL10 pets and I have detailed notes on all of them including exactly what the dna scores were on the template before combine. Flora and Meat quality is currently irrelevant.
Mapai
Thu Mar 11, 2004 10:57 am
#4

I do the volitor dasher, hurton pup combo ( VD,VD,HP,HP,HP) and come up with a easy combo, I only experiment on phys. Unfortunatly they come up with 6k health alot, so the nerf bat will come some day on these though. Still trying to make them decent without what I think may get nerfed.



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Akelan
Thu Mar 11, 2004 11:51 am
#5

Nem, 100% coincidence seems hard to ignore, it has happened on EVERY combine with this recipe, so I'll continue to work with the better qualities when I want the pet, the amount of material we are talking to go into a pet is reasonably small anyway, and if it is the difference between a 10K newbie CH critter and one that I am often tipped 100K above the asking price to get, I'll suffer the difference.

LLan
Nemthang
Thu Mar 11, 2004 12:05 pm
#6

Suit yourself. I can make these all day long with a first gen recipe using crap flora/meat. I save the good meat for tailor and chef tissues. If you start recording the stats you get in the dna template and then recording the results you get (e.g., CL10 vs. 11 or 12) when you create the creature, you will see the light. It's simple enough to do a controlled test with 10 pets (crappy flora), 10 pets (medium flora) and 10 pets (very high quality flora) and see these same results. It's the DNA template and the type of creature that determines the outcome and not the meat/flora. But like they say in baseball, if you think the reason you create CL10 pets is because of your lucky padawan braid, hey - as long as it works for you - super.


I used to make pets like these a lotuntil I got frustrated with SOE's policy of not defining for us what the expected cap should be for CL10. So, even though I had some great CL10 recipes for 3k/3k/2k 10-30% kinetic pets, I put them on the shelf and started crafting monstrosities (you know the kind - 10k/5k/5k 60% kinetic) because my customers overwhelmingly want the monstrosities and accept the fact that they will get adjusted down in the future. I don't see the point in trying to police ourselves to an undefined standard. You have no idea if your pets will be valid or not for CL10 - there is certainly a much higher probability that they will be left alone than the 10k HAM ones, but nobody knows for certain.


Cheers-
Zerana
Thu Mar 11, 2004 4:25 pm
#7

I have a recipe that I use that is first generation, and basically guaranteed to get CL10, unless something odd happens. I use gronda dna from Corellia. You can get missions around 3-4k from Coronet. And then the huurton pups for trash. Place them like so...gronda/gronda/pup/pup/pup. Experiment physique and mental all the way. Don't touch anything else. Definitely don't touch prowess or you'll get CL11. You should end up with a critter with 3-3.5k health, 1.2-1.5k action, 1-1.5k mind, 13kin, 10energy, and 0-5 blast. Sometimes with the KD special from the gronda.



Tosigo Phyrexian
Master Creature Handler/Master Bio-Engineer
Lowca Server
DarkNexus1014
Thu Mar 11, 2004 4:32 pm
#8

I just got DNA Sampling 4 today


Anyways, I was sampling Pikets, Piket Plains Walkers, and Voritor Dashers for experience.


I threw together a Bantha earlier, using all Average and Above Average DNA from these creatures:


Health: 6206


Action: 5973


Mind: 7014


Resists are all 0 or vuln


Dmg: 210-220


SP1: Dizzy Strike


Ranged Attack: Yes


I cannot remember the exact combination, sorry





________________________________________________________________
Valdrox on Ahazi, Trandoshan and Aspiring Mercenary
Master Combat Medic Master Commando Carbineer 0-4-0-0

DarkNexus1014
Thu Mar 11, 2004 4:33 pm
#9

Too bad it wasn't non-CH lol, well I will be able to make much better pets when I finally get more than 1 experimentation point!



________________________________________________________________
Valdrox on Ahazi, Trandoshan and Aspiring Mercenary
Master Combat Medic Master Commando Carbineer 0-4-0-0

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