For a while now I have often wondered just what the deal was with the dna sampling stopping at CL75, i
mean it's such an odd figure since there is very little that used or did fall between that rating and
CL60. We know only of around 5 species which do actually fill that catagory, the Mutant Rancor (which is
very common), the Bull Rancor (also very common), the Arachne Queen (quite rare), the Barkmite Burrower
Queen (also quite rare) and finally the Reclusive Cavern Spider Queen of which there is only one kind in
existance at the bottom of the dunegon on Dathomir. Naturally there's the likes of the Nightsister Bull
Rancor but that is essentially just a Bull Rancor with slighly modified stats. So out of what seems to
be well over 1000 different species we're left with a meager 5 which can be used to make clones in the
CL60 to CL70 range. Is this by design or is this a bug which wasn't intended but we have come to accept?
The first place to start is with the explainations why the cap might exist, things the developers might
say are the motivations behind this cap.
THE CAP IS THERE TO MAKE IT DIFFICULT TO PRODUCE POWERFUL CH PETS
This excuse would of course be total and utter nonsense, Mutant and Bull Rancor are so common that they
have a cave you can go to on Dathomir not to mention an entire region which spawns nothing but Rancor.
Indeed the fact is that if you ask any bio-engineer master they'll tell you that the hardest thing to
make is a non-ch pet which is right at the other end of the scale. And yet there are a wide variaty of
species which allow us to make them. So ultimately this excuse would not work.
THE CAP EXISTED TO PREVENT OVERPOWERED CL60+ PETS
This excuse might seem valid, we're producing pets that are extemely specialized and able to fight far
above their intended level in certain circimstances. Indeed the fact we're limited to a genepool of 5
species is leading to very little in the way of diveristy. But the thing is that there is no such thing
as an 'overpowered' pet, the ones that are become invalid now. The CL rating system that they designed
is supposed to give an accurate representation of the CL, thus while they might be raw kinetic tanks
they would be weak everywhere else. Also with the artifical kinetic resist cap at 60% making an
overpowered kinetic tank is impossible.
So what other excuses could there be, well I thought about this a great deal and I can't find anything
which might be used as an excuse. SO here's an evaluation of what I think we should ask to be changed,
to make it a little easier to play around with CL50-70 clones so that they are actually a challange and
can be quite varied.
But lets start my observation at why I think we're already supposed to be able to sample from CL100
critters but a bug is stopping us.
First of all we know that dna sampling sits at +75 when you're at Dna sampling 4, ay Master this jumps
to +100. It seems odd that these values exist as raw figures especially when most other professions find
a direct correlation between skills and results. Having +50 maskscent actually allows you to make
reliable maskscent checks against CL50 critters for example. The stats for weapon speed skills relation
to actual times. Again and again we see many instances of values having a direct connection to something
tangible. I think that the +100 stands a high chance of meaning we should have been able to sample from
CL100 critters but some bug is causing it to behave like a BE Master only has Dna sampling 4 with a cap
of +75 which is why we're seeing a CL75 cap. Further evidence which supports this concept is that
someone with a maxed maskscent can actually find they're able to get relible maskscent checks against a
CL100 critter, at CL120 things become a bit unreliable admittedly. But what is the purpose of rangers
and master scouts having protection which allows them to do past creatures like this? They can't milk
them, their lairs don't have anything very valuable.. infact when most people see a CL100+ critter it's
huge so they stay well away. So what is the point of the CL100 maskscent? Well the answer is simple,
bio-engineers find it very valuable. Before this patch the only way to get Kimogila samples was to be a
master ranger or a scout. So if there are skills that allow someone to approach them what is the point
in no profession currently getting any benefit from that.
But there is still MORE evidence that it seems we should be allowed to sample from CL100 critters. Just
look at these old dna samples taken before the patch that I still had, these screenies were taken on
Friday 13th.
http://www.imagedump.com/index.cgi?pick=get&tp=40206
The Enraged Rancor is CL80, the Enraged Dune Kimogila the Peko Albatross are both CL100+. The thing to
note is that despite the fact we have a cap at CL75 the dna easily accomidates samples that fall under
CL100. the Enraged Rancor as you see has stats peaking around 900 with a typical average around 750-800.
This trend continues for other dna, you often see a CL50 animal with stats around the 600 mark at the
most and around 450-500 as an average. Following this trend through a CL100 critter would peak at 1100
at the most and typically be around 900-1000 as an average. We know that the dna is capable of
accomidating stats that exceed 1000 points too, you see it all the time with the dependability stat.
Medium armor appears to kick in at 1000 fortitude, that would make perfect since as light armor kicks in
at 500 because medium armor is twice as tough again as light.
So to summerize there is alot to support the fact it appears we SHOULD have originally been allowed to
sample from CL100, the fact the skill mod for dna 4 is at +75 and the fact we currently have a cap of
CL75, the evidence that maskscent works up to CL100 with ease and yet there is apparently no purpose for
it to do that and finally the fact the dna at CL80 isn't even anywhere near the 1000 limit there
currently is suggesting it was originally intended to allow for far higher stats. All of this points to
one thing, under the new system we are experiencing a bug which caps us incorrectly at CL75. A bug we
thought was a feature but is infact a mistake.
But would increasing us to the originally intended CL100 make any difference?
Ultimately yes, it's better than being stuck with the limbo figure of 75 because there are a number of
mobs which fall between that 75-100 window. Just skimming through the SWGcreatures.com archive you have
the following:
Ancient Bull Rancor - CL98
Enraged Bull rancor - CL80
Enraged rancor - CL80
Female Malkloc plainswalker - CL81
Kimogila - CL95
Malkloc plainswalker - CL84
So that already more than DOUBLES the variety possible when making CL60+ clones just by adding another
+25 to our cap which looks from multiple peices of evidence should have been there to begin with.
Now of course increasing the dna means that it's possible to go over that viable CL70 cap that Creature
handlers have, but that isn't really a problem as we'll be able to recycle that dna anyway if the cap is
restored to what it was originally intended to be anyway. A bio-engineer master should have enough
expeience of playing the game and making clones by now to realise that if he throws together CL30 dna
with CL100 dna then he stands a high chance of getting an untamable clone. However throwing together
chuba dna with CL100 dna it'll end up around CL55-60. It's just a case of common sense really and
certainly not any worse than the currently invalid non-ch pets that people are still able to make and
have no idea of they're invalid either.
But why have any cap at all?
This is where I was leading.. there is no reasonable answer for the devs to deny us the ability to
sample from any species we want. We get no harvesting rights, we get no loot, maskscent falls apart
around CL120 anyway, the dna has a high probability of making a clone a CH cannot use, medium armor
requires fortitude over 1000 so it'll be as good as impossible for a usable clone to be made with medium
armor plus on top of all that. CL100+ critters are fairly rare anyway. But what will it add to the game
the devs might say. Well the BE is really the alternate of the CH, we get a thrill from making uniques
and I bet many of the players here would probably like the idea of gathering dna from rare species just
for a personal collection so they can say.."I did it". So removing the cap completely adds an additional
incentive to play the game, it adds fun while not creating any unbalances at all or opening a tin of
worms which causes a mess.
So I'd like Talthazar to help support this concept as I invite the community to as well, at the very
least I hope people agree that our cap looks like it should have been CL100 anyway. So at the very least
we'd like that corrected, but ideally we would like the dna sampling cap removed all together since
there is literally no reason for it to exist plus removing it opens up the possibility for more fun as
bio-engineers can collect rare and valuable dna from the most powerful creatures in the galaxy.
Message Edited by Tal-N on 02-14-2004 05:18 PM
Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
Shadowfire Bounterhunter / Commando