Bio Engineer Archive

Thread: Engineering a Armored template

Zangar512
Tue Jan 06, 2004 5:56 pm
#1

Can anyone help explain to me how to get an armor stat into the template? i put like 3 bark mite burrower dna as well as 2 merek harvesters and all of em had light armor....yet my dna template showed no armor how the heck? please shed any insight if you can thanks =)
Mirrl
Tue Jan 06, 2004 6:03 pm
#2

The gist of it is you need the fortitude in the template to be voer 500. experiment on physique until the fortitude goes over 500. Warning though fortitude seems to have a built in max which is hit pretty early in the experimentation process. Once it hits the max it won't go up any more. I find that it almost always hits the max on my second physique experimentation success. I'd also watch out because failure else where can lower physique stats so you can have armor and then lose it by experimenting else where. If armor is important to you I'd save your last 3 points of experiment for physique and use them at the end.



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Sumorex
Tue Jan 06, 2004 11:00 pm
#3

For predicting if you'll get over 500 Fortitude I use this formula:



  • Physique 40%

  • Prowess 25%

  • Mental 5%

  • Psychological 5%

  • Aggressiveness 25%

Thats the weighting for the Hardiness and Fortitude in each sample spot.


So if you used a sample with 550 Fortitude in the Physique slot that would be 0.40 x 550 = 220 pts.


Rinse and repeat for the other 4 slots to see if you'll get to 500+.


Keep in mind that normally the 500+ Fortitude DNA samples usually have Light Armor in them... so I'm not sure if you can create light armor without having light armor in specific slots... maybe someone else has tried that.


A good bet is to put Light Armor DNA into Physique, Prowess, Aggressiveness and either Mental or Psych (whichever you don't put it into, can take just about anything). Only sure fire way to do it is to use the formula. There might be some issues with how experimentation works also.... how much Fortitutde goes up per Great Success depends on the Hardiness also (won't get into how the points are split up, thats in my Stat Formula post). Luckilly, usually samples with high Fort also have high Hard so it usually doesn't matter.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

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Zangar512
Tue Jan 06, 2004 11:26 pm
#4

what exactly do you meat stat formula....isn't it kinda random what skills and stats the pets get?

Sumorex
Tue Jan 06, 2004 11:54 pm
#5

No, I posted some pretty accurate formula for maximum experimented values for a given set of DNA. Lemme find a link for ya.


forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=41338


Its pretty rough and doesn't cover everything. Its not all my work either... its a compliation of what I've figured out and confirmation of other BE's findings (too many to list.. they're mentioned or posted in that thread too... not to short change anyone's contribution).




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

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