Bio Engineer Archive
Thread: [CU] Little things noticed tissue schematics now on bazar
- OQ 50%
- PE 30%
- FL 20%
woot!!!! ![]()
I threw two or three schematics for chef additives onto the bazaar for 1000 each. Will I be lynched now? hehe I started a few tissue runs for no apparent reason other than I had the factories set up idling away. I'll stick the crates of those on the bazaar later. (Edited b/c I forgot to mention that the only thing I could make was a +21 flavor light food additive BE component and also a +6 bleeding RFP but I didn't put schematics for the RFP on the bazaar).
Got 10,000 medical crafting xp by grinding and was able to confirm that the BE NPC really does MEAN bio-enginerring crafting xp and won't train you. I /bugged it and also submitted it as a 'show-stopping' ticket to the CSR's who will not be able to do anything but will be forced to respond to me so that I know SOMEONE has read it ![]()
Sampled DNA of a few different creatures and am starting to notice a trend here. I'm not sure but it LOOKS like
- hardiness is variable
- fortitude is always 0 for the animals i sampled on tatooine (balanced) and 1000 on dantooine (unbalanced)
- dexterity - hovers around 50 for all
- endurance - hovers around 500 for all
- intellect - hovers around 50 for all
- cleverness is WIDELY variable **
- dependability - hovers around 1000
- courage - hovers around 500
- fierceness - hovers around 80-90
- power - is quite variable
so it is looking to me like we have really 3 proper stats that change: hardiness, cleverness and power. The rest seem to be more or less constant regardless of the animal. I could be wrong. Thoughts on this anyone?
** level 15 swarming lesser dewback cleverness was 342
level 8 sevorrt had cleverness of 8
level 35?voritor dasher had cleverness of 937
Dorelli
Message Edited by Dorelli on 04-13-2005 08:46 AM
Dorelli wrote:Noticed a few things:Tissue schematics on TC-EP3 want stats like this:
- OQ 50%
- PE 30%
- FL 20%
woot!!!!
I threw two or three schematics for chef additives onto the bazaar for 1000 each. Will I be lynched now? hehe I started a few tissue runs for no apparent reason other than I had the factories set up idling away. I'll stick the crates of those on the bazaar later. (Edited b/c I forgot to mention that the only thing I could make was a +21 flavor light food additive BE component and also a +6 bleeding RFP but I didn't put schematics for the RFP on the bazaar).
Got 10,000 medical crafting xp by grinding and was able to confirm that the BE NPC really does MEAN bio-enginerring crafting xp and won't train you. I /bugged it and also submitted it as a 'show-stopping' ticket to the CSR's who will not be able to do anything but will be forced to respond to me so that I know SOMEONE has read it
Sampled DNA of a few different creatures and am starting to notice a trend here. I'm not sure but it LOOKS like
- hardiness is variable
- fortitude is always 0 for the animals i sampled on tatooine (balanced) and 1000 on dantooine (unbalanced)
- dexterity - hovers around 50 for all
- endurance - hovers around 500 for all
- intellect - hovers around 50 for all
- cleverness is WIDELY variable **
- dependability - hovers around 1000
- courage - hovers around 500
- fierceness - hovers around 80-90
- power - is quite variable
so it is looking to me like we have really 3 proper stats that change: hardiness, cleverness and power. The rest seem to be more or less constant regardless of the animal. I could be wrong. Thoughts on this anyone?
** level 15 swarming lesser dewback cleverness was 342
level 8 sevorrt had cleverness of 8
level 35? voritor dasher had cleverness of 937Dorelli
Message Edited by Dorelli on 04-13-2005 08:46 AM
hmmm...the fortitude at 0 may make problems for getting armor on our pets now...(Unless they are doing away with armor anyway)
I would suggest that if it goes live, people try to find a critter they missed out of the balance, and grab as much DNA as u can...the fortitude makes it AR2
As for the tissues on the bazaar...its a messed up economy on TC so I wouldn't worry about schem trading there
one thing I wonder at those numbers is that if a cl8 has 8 cleverness, cl15 has 342, and a cl35 has 937...thats a big difference...will a cl70 have cleverness 3000? Just wondering tho...whats your combat level, and do the creature stats change if you are a different combat level?
I am wondering if they damage based on a multiplier of level difference, or the level difference changes there stats...if it changes stats then no creature stats matter...and if they are based on a dmg multiplier, then we only need to worry about INCREASING the creature CL as much as possible, and Maxing Health out as much as poss...that will mean it does the most dmg possible, and takes the least dmg possible...for the most health possible.
LloydPickering wrote:
I am wondering if they damage based on a multiplier of level difference, or the level difference changes there stats...if it changes stats then no creature stats matter...and if they are based on a dmg multiplier, then we only need to worry about INCREASING the creature CL as much as possible, and Maxing Health out as much as poss...that will mean it does the most dmg possible, and takes the least dmg possible...for the most health possible.
LloydPickering wrote:
one thing I wonder at those numbers is that if a cl8 has 8 cleverness, cl15 has 342, and a cl35 has 937...thats a big difference...will a cl70 have cleverness 3000? Just wondering tho...whats your combat level, and do the creature stats change if you are a different combat level?
Lloyd,
I am combat level 5 and I won't be able to test if the creatures stats change due to my combat level for a while. One thing I did try to test was to sample a level 1 kreetle and a level 4 kreetle as well as a level 7 and a level 8sevorrt and I noticed no appreciable difference in the DNA stats. But the difference in their levels was almost neglible if you consider there are more than what? 300? levels to be?
-- Dorelli