Bio Engineer Archive
Thread: Is high ham, light armor, kin resist, and energy resist possible at lvl 23
High Ham, Light Armor, High Kinetic Resist, High Energy resist - Pick any 3 of these 4 for a CL 23.
High Energy resist will take more work and more tradeoff in HAM and Damage at 23 than Kinetic, but it should be possible. Bringing both Kinetic and Energy resists up along with armor will certainly drive the CL into the 35-30 range, from my experience.
You might take a stealth strategy here - Have one pet made with high Kinetic, one with high Energy and the third with a balance of the two, and have them placed in identical skins. Send the one with the resist you need most in first, then the "balanced" one, and hope the opponent does not notice the last one to the party is the most vulnerable. Similar names with a different attack command used with /tellpet might further disguise the indentity.
LLan
Hey, thanks a lot. That's a great idea. I will have to give it some thought and discuss it with my MBE. I do have another question. I realized while reading your response that I don't know what is generally considered a high, medium, or low resist when discussing BE pets. I know that 60% is the highest you can go. How for down is still considered a high resist? Is low say 10 or 20% and below, or is it say 0% yet not vulnerable? For the balanced one should I be looking for 50% + on both resists and no armor, or 10% or lower and light armor? What is realistic and reasonably achieveable? Oh, and danage is not really a factor for me as I'm working my way up rifleman. Actually the lower the better I think. Thanks for the help.
Antimony
Could you elaborate on that recipe a bit please? I'm not going to assume they know how to make even a first generation BMB; and I don't know what BMB stands for.
Thanks.
Aside from this...Creature skins having a minimum level cap on them does not help.
Nor having variables that change dramatically from being made into a template from DNA to being made into a creature which alters them alot again.
So anywise...you can read about what someone has done many times...but the pure and simple facts are...that no bio-engineer has been able to ever reproduce the same results twice....the level will change or the resists will change...nice and annoying.
I really hate the random variables in the equations myself....but the bio-engineer developer at the time I guess felt there needed to be a random variable.
I guess he forgot that when it comes to DNA and the Star Wars technology it should be very simplistic...compared to being able to travel trough hyperspace and come out at the desired location, now thats hard....as the variables for that would be far more astronomical and complex then simple DNA manipulation and retrogression.
So my point is...right now your request is very difficult.
As of late I can only seem to make level 25 creatures...with huge Ham values and resists...but the specials and the actual resistance values are all random...even the ham values are coming out oddly random..
In fact i now have a Cu-Pu that is level 25 and has Hams of 12,000 7,000 11,000 with odd resists(5% here and there no ryhm or reason for them) and does 230-400 damage....with a dizzy special that was never in the DNA I used.
So as you can see...i dont know really how or why this came out this way....since the craft process does not keep an up to date level of something during the process or even at the beginning which would be nice.
Plageron wrote:
In fact i now have a Cu-Pu that is level 25 and has Hams of 12,000 7,000 11,000 with odd resists(5% here and there no ryhm or reason for them) and does 230-400 damage....with a dizzy special that was never in the DNA I used.
I describe them as a high resist if they are 50 or better for kinetic, 45 or better for energy, and 70 or better for the rest. I persoanlly would say over 25 on K & E is a good medium resist, over 35 or so on others, and under that, I consider a low level, though useful resist. Anything that is not a vulnerability helps, but that's where I usually call them.
LLan
This type of pet is also interesting to me. In addition to what was stated above, I would also like them to have knockdown or posture down specials with dizzy or stun. Also, all in a cat skin. Is that something that is doable?
If you are not on Bria, could you share the forumla with me? The BE on Bria who agreed to help me seems to be stumped here.
Out of all the artisan skills out there, this one I understand the least about.
And I was started to find I had a level 25 creature with that particular special on it.
Also for the record I have a creature with an Area effect attack on it that I made....it lists the effect as UNKNOWN in my final creature but the special still works.
I think I posted about this a while ago...
I even have a Kima and a Jax that shoot...although you dont see the shots...the command is still there and they do shoot.
So anywise...I was not trying to do anything on the Cu-Pa I was making it for my house as a decoration...but since it came out like it did I tamed it,made it into a mount and gave it to a player in a clan.... cant recall what clan though... Kotor...or kartah....something like that...he was a wookie though I just happend to run into at a starport on tatooine.
So anywise my cu-pa and the shooting kima and and shooting Jax are on Scylla people have them...I think the Kima belongs to a Creature handler on Talus...not sure about the Jax....I gave it to someone on Correlia Corronet back when I was giving away a heck of alot of free pets.