Bio Engineer Archive

Thread: formulas for templates?

lhtequila
Wed Jan 21, 2004 11:32 pm
#1

hi quite new to BE and im trying to fdigure out a pattern for how the 5 different sample stats get to the fianl template stats, anyone know any formula,s so u can try to predit what the final template will be useing the 5 diff samples in the slots before u go ahead and creatre, i assume some of it is random of cours,e, and it also depends on your sucess rate, great sucess etc, jsut wondering if anyone has any ideas roughly about figuring this out, because i cant seem to find any formula for it.


thanks for your help


Jericho helms- farstar


ex master bounty hunter,ranger,dancer,creature handler,scout,marksman,entertainer
Seventhfret
Thu Jan 22, 2004 5:29 am
#2

/bump


I've been looking thru these boards since I started BE (about 3 weeks ago), and I'm still lost on the resists and specials. I kinda figured out Phisyque=Health, Mental=Mind, Prowess=Action, and Aggression=damage,etc. I'm having trouble getting resists up and the specials. For instance, last night I used piket plains walker 25%kinetic in all 5 slots. My template came out with 10% and my creature came out with 18%. As far as the specials go I'm lost.





"I fell in love with the girl wearing nothing but a smile and a towel in the picture on the billboard in the field near the big ol' highway"
KillerCRS
Thu Jan 22, 2004 10:30 am
#3






En-Sabah-Nur wrote:
It's not easy to predict reliably since dna qualtiy comes into play and a little bit of random draw. Also experiments can completely change it all around. How else can I make a level 34 Kaadu with 11k of ham, Light Armor and almost 400 damage





I've found it to be pretty reliable indeed, just hard to get through all the variables in advance to figure out a good recipe before trying it.


I have a recipe that will turn out the pet you list every time, varying CL down to 30K if I hold off a point on damage or health. I can confidently go collect the dna needed, and make the pets to that spec at any time.


I carry several ready templates for it around with me so I can drop it into any skin on the spot for an interested customer.


I use another that makes a CL60 with ar1 60% kinetic 45% energy and other nice resists, and around 500 damage with a to hit over .5 and speed around 2.1 usually.


The only good repeatable recipe I really lack is a CL10 non CH recipe.


It's the task of getting that recipe figured out that is the real tough part, so many variables, so many creatures with different sets of variables, so much unclear math behind it.

En-Sabah-Nur
Thu Jan 22, 2004 1:50 pm
#4

It's not easy to predict reliably since dna qualtiy comes into play and a little bit of random draw. Also experiments can completely change it all around. How else can I make a level 34 Kaadu with 11k of ham, Light Armor and almost 400 damage



^TORAX NIGHTWIND^ TORAX' NIGHTWIND ^ TORVAN ^TALIC^
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lhtequila
Thu Jan 22, 2004 3:35 pm
#5

yeah i agree about teh first 3 boxes tending to be towards health, action and mind, does anyone know how to make speiclas and ranged attack stick, which slots is the dna with the attacks most effective in, off top of my head i would say psych or mental, also does anyone know about the resistance, i do have used creatures with 20 kinetic in eery slot, but it has not come out as 20 percent on the template. any more ideas?
Cocomono
Thu Jan 22, 2004 5:28 pm
#6

This is the rules I usually go by to get good results, seems to be working so far. Your first two slots are for HA and resist. This makes up a large % of your resist. 3rd is mental, so I usually put something weaker in here. The last two slots are your attack slots. Its best to get resistances similar to the first 2 in the last 2. Special attacks always stick if you have it in the 4th and 5th slot. Usually I have 3 different creatures to a clone. Sometimes 4 when I want to blend the resistances of slot 1 and 2.


And don't expect your results to give you what you put in. If you put in all dewback DNA you wouldn't get a dewback without experimentation. You would get 60-80% of a dewback and able to experiment past a dewback capabilities.





Kru'gar
You might be a Red-Neck Jedi if......you hear "Luke I'm your Father, and your Uncle too."
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