Bio Engineer Archive

Thread: CU Conversion report from Bria

ArthurDentOnBria
Sat Apr 16, 2005 10:01 am
#1



I logged into TC-Bria (or whatever it's called) and checked out the state of things. Here are some items that might be of interest to bio-engineers:


Re-Spec:

I was given the option to re-spec my skills. Here's what happens. You get a big complicated dialog that comes up with a skill tree in it. It breaks down your skills into ones that are re-spec-able and ones that are not. Then it breaks things down into different levels of skills and assigns "points" to them. The dialog box is a little scary, kind of hinting that you can only do this once. I ended up doing a "cancel" out of it after messing with it. No clue whether I'll get the option to use it again or not.


Here are the skills that I had and whether or not I could re-spec them:

master tailor: no

master bio-engineer: yes

scout: yes

medic: yes

merchant: no

artisan: no



tissues:

All tailor tissues: unchanged

chef tissues (those few that I had lying around): unchanged


pet pharma:

pet stims: no longer show values. No creatures anywhere to be found, so couldn't test. I'll update this later.

pet vitality packs: unchanged



pets:

pets deeds: unchanged

pets in datapad: unchanged, however when you call them you get the message about invalid stats.


Pet1: a CL 23 lightly armored, 60% kinetic pet. I chose to "adjust level", and it made it 157 (don't chose this option!).

Pet2: a CL 22 lightly armored, 60% kinetic pet. I chose to "adjust stats". It resulted in a pet with no armor, 522 resistances down the line (except lightsaber) attack speed: 1.98, to-hit: 0, damage 210-220, and kept the specials from before.

Pet3: one of the "dasher/pup" CL 10's: miraculously, it did not(!) insist on adjusting the stats on this one. It just let me call it.


dna samples: unchanged



resources: unchanged

armor and weapons: some real wacky stuff there, but probably not appropriate for this forum


medicines:

stimpack b 37/436 becomes 37/188 which I have a real problem with because even when I was a noob BE I could make 300+ power stim-b's with mediocre components.

wound packs b's: are changed to the 37/188 stim-b's

medical components: unchanged (oh oh, pre-nerf meds anyone?)


Food: (filling and charges seem to remain unchanged)

varasian brandy +410 => varasian brandy +196 health regen +200 action regen +50 mind regen

varasian brandy +374 => varasian brandy +196 health regen +200 action regen +50 mind regen (ugh!)

ahrisa +411 => +98 health regen +200 mind regen

jawa beer: unchanged

polyean cake: unchanged

vegash: unchanged

muon gold: +20% health +20% health re-gen -20% action regen +20% mind regen (interesting!)

Message Edited by ArthurDentOnBria on 04-20-2005 08:01 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Rogue1970
Sat Apr 16, 2005 10:49 am
#2

Call your pets - apparently all the BE pets arte buggy and getting the 'respec' treatment upon calling them.


Reports of them being changed to Level 186 and so forth. Pet damage has been nerfed to all heck and the To Hit stat is changing oddly (never understood this stat anyway).


The CL8 Frog pets are nearly as powerful as a tamed CL61 Rancor after a conversion.


I guess I'd like to see how they do in combat before I pass judgement, but it saddens me to see every other professions high end weapon max damage go up, but CHs get nerfed yet again. Honestly, with the converted numbers I'm having a hard time justifying being a CH anymore, or making pets.


Then again, if someone could explain the benefit of a To Hit stat changing from .6 to 147 on a CL61 Rancor when its damage goes from 620 max to 314 max damage. ( (This was a tamed one)


http://www.imagedump.com/index.cgi?pick=setandget&tp=236915&poll_id=0&category_id=19&warned=y

http://www.imagedump.com/index.cgi?pick=setandget&tp=236914&poll_id=0&category_id=19&warned=y



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ArthurDentOnBria
Sat Apr 16, 2005 10:55 am
#3

Thanks Rogue for the heads-up.Just as soon as they get that darn server working properly I'll take my pets out and see how they do. Right now I couldn't even see any creatures on my screen, so didn't feel there was much point in field testing that stuff.




Rogue1970 wrote:

Call your pets - apparently all the BE pets arte buggy and getting the 'respec' treatment upon calling them.










ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Halthron
Sat Apr 16, 2005 11:41 am
#4

My pet tested out fine.
Is there a frog for resources on TC-Bria? I'd like to test the new BE craftables.
Imaridril
Sat Apr 16, 2005 1:52 pm
#5

What's happening tothe BE tissueswith Defense vs. Stun and Melee Defense? All of the Def vs. X skills seem to have been taken out of the game in the CU. It would seem pointless if BEs were able to keep crafting tissues with mods to skills that no longer do anything.




Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

Dag_Benhameen
Sat Apr 16, 2005 2:04 pm
#6






Imaridril wrote:

What's happening tothe BE tissueswith Defense vs. Stun and Melee Defense? All of the Def vs. X skills seem to have been taken out of the game in the CU. It would seem pointless if BEs were able to keep crafting tissues with mods to skills that no longer do anything.






Both melee and stun defense are still valid in CU as is bleed. Warcry, intimidate and cover are also still in the game. They are now just less common because they are scattered more sparsely through the elite professions.



------------------------------------


Chaka - Elder Merchant/Elder Tailor/Elder BE
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Visit the Museum of Historical Fashion at scenic Enik's Plateau, Lok 4820 x 4891 - about 2k NE of Smugglers Luck (Sunrunner)
Imaridril
Sat Apr 16, 2005 2:52 pm
#7






Dag_Benhameen wrote:





Imaridril wrote:

What's happening tothe BE tissueswith Defense vs. Stun and Melee Defense? All of the Def vs. X skills seem to have been taken out of the game in the CU. It would seem pointless if BEs were able to keep crafting tissues with mods to skills that no longer do anything.






Both melee and stun defense are still valid in CU as is bleed. Warcry, intimidate and cover are also still in the game. They are now just less common because they are scattered more sparsely through the elite professions.







Melee Defense is still valid, but I haven't seen any of the Defense vs. X skills, such as Defense vs. Stun anywhere in any skill tree. Most people are operating under the assumption that skills such as Defense vs. Stun, Defense vs. Knockdown, Defense vs. Dizzy, etc., will have no effect in the CU. Thus, if these skills no longer do anything, then it makes no sense for BE's to be able to craft an item with Defense vs. Stun on it.


There's also the issue of Combat Bleeding Defense. I don't think there's ever been conclusive testing as to weather or not it actually does anything, especially since there is a seperate skillmod called Bleeding Resistance that already shows up on lots of looted items.


Also, don't be too quick to say that Cover, Warcry, and Intimidate skillmods are still in the game. Rifleman have a new "Cover Up" ability, but they don't recieve and cover skill mods anywhere in their skill tree. Its very likely that this is a fixed skill now, and that no skill mods will apply to it. There are also no Warcry and Intimidate skill mods anywhere in any of the brawler skill trees. Unless otherwise stated, I think we have to assume that those skill mods no longer do anything either. Just because BEs can still craft items with those mods, doesn't mean they will do anything. All it means is that the devs didn't think everything through when it came to what needed to be converted.


I was hoping that the devs would use the CU as an oportunity to clean up and clear out all the old, obselete, and bugged skill mods, many which have been around since beta, but from the looks of things, all they are doing is adding a ton of new mods, while at the same time greatly increasing the list of obselete and bugged mods.

Message Edited by Imaridril on 04-16-2005 05:04 PM




Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

Halthron
Sun Apr 17, 2005 12:08 am
#8

Never mind, figured it out on TC-EP3.
NiBorg
Mon Apr 18, 2005 2:45 pm
#9

I know I'm not from around here but I thought I would throw my findings into the mix.


Every med item I had before the CU now becomes a health heal "stim" with mywound E's being considerably more powerful than my 932 buff packs which are just heal packs themselves now. This includes buffs, rez kits, stims of all sizes, and wound packs.


CL10 BE super pets in my datapad when called have no HAM at all and examine wise looked no different then any NPC without any HAM. I did not test them in combat.


Post BE revamp deeds look the same however I'm not a CH to tame them to see how they changed.


Pre BE revamp (bugged CL 0/1) which I have as decoration still show full 11k-12k- primaries and now show 4k secondaries.
Cindal
Mon Apr 18, 2005 4:40 pm
#10

Tried to sample VDs on Dant today, they are now CL78. Not a problem with MH although they died after yeilding one sample.


Using Picket Longhorn/Picket Longhorn/HP/HP/HP (did not experiment)made a CL157 w/AR1; resists ranged from 5-43; damage 30-40; no specials or ranged. Can't remember the exact HAM but will fill in later.


Using Fanged Rawl/Capper Spineflap/Flewrt/Chuba/Diseased Nuna (exp everyting to max) made a CL12. HAM was 600+/1k+/1k+. Don't remember resists or damage but will fill in later.


Anything that is not yard trash has a fortitude of 1000.


Made some Pet Stim As came out 300+/14. Was picking up lots of resources as you cannot tell stats until it is in your inventory. Most is not good. Got lucky killing huurtons. Dant Animal Bone (now Mammal Bone) is 1000 OQ. Went and got some from the frog after harvesting our kills.



Cin or do you say Sin
~ Master Dancer/Master Bio-Engineer ~
~ Let la lune de miel begin ~
"You know you're loved if you've been *pillow*'ed."

nukuma
Tue Apr 19, 2005 6:44 pm
#11

i made a couple pets today on tc 3, rancor, rancor, brackset, brackset, rancor, came out level 164 with med armor, 250-260 damage and resists from 30 to 60
health 11k action 2k mind 3k
second pet kreetle, kreetle, kreetle, kreetle, rancor came out level 10 with 3k health 500 action 1500 mind resists from 7 to 15 and 30 to 40 damage.

many creatures under level 20 I was told I couldn't sample
so I figure the dev's have really not put much effort into the creature conversion and we are all screwed.
Inkanissen
Wed Apr 20, 2005 2:36 am
#12

I wish that they would say if generic pets are intended or not. My fun is making those customised pets for a specific purpose, generic pets would mean that all my fun is lost and quite a few nice pets made worthless. Please say it is not so!
ArthurDentOnBria
Wed Apr 20, 2005 7:57 am
#13

Edited my original post. New info about calling the pets in my datapad, and fixed an inaccuracy about wound packs.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


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