Bio Engineer Archive
Thread: results from DNA CL75+
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furrycat
Fri Oct 29, 2004 4:18 am
#1
> DNA value caps
The only pre-nerf DNA I've seen had no stats greater than 1000 so this isn't surprising. That was pre-nerf, however, so interesting to see that it still holds.
VERY interesting to see that the stats went above 1000 in assembly. Worth keeping in mind for the template prediction coders out there, if only for the sake of completeness.
> CL donor vs CL clone
I don't think anyone has ever offered a plausible suggestion that the two are linked.
> AR2
Intuitively it makes sense for fortitude 1000 to give AR2. I read somewhere someone say it was 750. I never really believed that. Wouldn't fit with the 50% damage reduction per level of AR and effective resists proportional to fortitude we know about. Again, therefore, interesting to see that 1000 is right.
I see no reason why AR2 wouldn't be possible in a < CL70 pet, except for the obvious one that it would take you forever to get five samples with high enough fortitude. And then you'd probably poof the deed resampling.
> anything else I've missed
You'll miss your DNA when they roll back TC...
But seriously, nice results. Concerning any CL cap for sampling, mahoosiv critters running around at CL0 is pretty conclusive evidence that either a) there is a cap above which one cannot sample or b) the probability of getting a sample decreases exponentially as CL increases past 75. We guessed that already but your results would seem to discount possiblity c) some creatures are flagged unsampleable.
Now if only someone would get a sample from a level 76 deed. Would still leave us with a) or b) but we'd at least know that 75 wasn't the cap.
The only pre-nerf DNA I've seen had no stats greater than 1000 so this isn't surprising. That was pre-nerf, however, so interesting to see that it still holds.
VERY interesting to see that the stats went above 1000 in assembly. Worth keeping in mind for the template prediction coders out there, if only for the sake of completeness.
> CL donor vs CL clone
I don't think anyone has ever offered a plausible suggestion that the two are linked.
> AR2
Intuitively it makes sense for fortitude 1000 to give AR2. I read somewhere someone say it was 750. I never really believed that. Wouldn't fit with the 50% damage reduction per level of AR and effective resists proportional to fortitude we know about. Again, therefore, interesting to see that 1000 is right.
I see no reason why AR2 wouldn't be possible in a < CL70 pet, except for the obvious one that it would take you forever to get five samples with high enough fortitude. And then you'd probably poof the deed resampling.
> anything else I've missed
You'll miss your DNA when they roll back TC...
But seriously, nice results. Concerning any CL cap for sampling, mahoosiv critters running around at CL0 is pretty conclusive evidence that either a) there is a cap above which one cannot sample or b) the probability of getting a sample decreases exponentially as CL increases past 75. We guessed that already but your results would seem to discount possiblity c) some creatures are flagged unsampleable.
Now if only someone would get a sample from a level 76 deed. Would still leave us with a) or b) but we'd at least know that 75 wasn't the cap.
Zadokk
Fri Oct 29, 2004 6:42 am
#2
Very interesting. About this bug: when was it and is it repeatable? Has it been plugged?
lammergeier
Fri Oct 29, 2004 10:19 am
#3
Zadokk wrote:Very interesting. About this bug: when was it and is it repeatable? Has it been plugged?
it was just before NancyJ's birthday, which was one reason she had a sack of 5 VHQ samples on her vendor.
is it repeatable? hopefully not... but then, since almost every new publish on TC has had SOME kind of vendor problem that wasn't supposed to happen AGAIN... place your bets. with all the bugs that HAVE hit TC, some recur (chat problems, vendor problems, structure/city problems) and some are one-shot bugs.
has it been plugged? yup... it was patched quickly. zero xp and zero loot makes many people unhappy.
lammergeier
Fri Oct 29, 2004 12:44 pm
#5
refer to this thread.
...discuss:
DNA value caps (1000, just like resources, despite the actual stats of the donor)
CL donor vs CL clone
AR2
anything else I've missed
...discuss:
DNA value caps (1000, just like resources, despite the actual stats of the donor)
CL donor vs CL clone
AR2
anything else I've missed
lammergeier
Fri Oct 29, 2004 11:22 pm
#6
ArthurDentOnBria wrote:Very very nice job. I learned a lot reading this.
always an honor to know that I've impressed Mr. Dent.
Itet_Kemsiyet
Sat Oct 30, 2004 8:39 pm
#7
Good stuff. That bug must have been fun to play around with.
lammergeier
Sun Oct 31, 2004 11:27 am
#8
Itet_Kemsiyet wrote:Good stuff. That bug must have been fun to play around with.
well... if krayts had spawned at ALL, it would have been more fun. TC was running on 'mini-hardware', and spawns were severely borked... on most planets, spawns were stacked on each other in mad numbers (I counted something like 15 tybis on Yavin when I logged in, most of them triple-spawned, all on a single lair). in OTHER areas, the aggressive spawn numbers overloaded the server and left ZERO spawns available... ie: on tatooine, all the spawns possible were 'spent' in high traffic areas and static cities, leaving zero spawns on less-used clusters (like the krayt graveyard, where you could draw a line between 'spawning as normal' areas, and the POI cluster itself, which spawned ZERO mobs for about a week and a half).
also... since this bug removed xp and loot, it made combat, levelling, and everything else a normal player could want from the game... dead. the only benefit from all this was the little bit of data I was able to glean.
after checking around TC, it may interest you to know... a NOVICE BioEngineer was able to sample kimogilas. the samples were less-than-VHQ... but with the CL of mobs set as zero, even novice skill allowed 'cap-less' sampling... it wasn't just something that a master BioE could pull off.
Message Edited by lammergeier on 10-31-2004 11:26 PM
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