Bio Engineer Archive
Thread: Observations from gathering post-CU DNA compared with creature
Message Edited by Dorelli on 05-01-2005 02:38 PM
Message Edited by Dorelli on 05-01-2005 02:38 PM
Another thing I seemed to notice was the actual base level of the created pet seems to play an even larger part in crafting.
Using 10 spineflap guard DNA samples (level 15) I made 2 pets
1) Was akad, at 1.6HAM on all 3 stats, with 2 resistance to kin, stun, and acid with no specials came out level 10
Dorelli wrote:
They did only 340 damage against my pet who was NOT grouped with me. My pet is a level 10 VD-recipe, pre-CUbantha - with effective protection of 15 against kinetic.
Psychopyro80 wrote:
Another thing I seemed to notice was the actual base level of the created pet seems to play an even larger part in crafting.
So itseemsto me that what you are saying is that the same template in different skins gives different animals ... or possibly that the rancor min level is dropped to 35...or both? We need to test this with many different 'identical templates' and different skins and see what is going on - good job for noticing this ... !!! I was making razor cats as I didn't even THINK to question the skin.
Dor
Joker9125 wrote:
Dorelli wrote:
They did only 340 damage against my pet who was NOT grouped with me. My pet is a level 10 VD-recipe, pre-CUbantha - with effective protection of 15 against kinetic.
Level multipliers do not apply for pets in PvE or PvP.
Thank you - does this mean that the pet will always take less damage than a player please?
-- Dor
I have just made 4 'identical' pets with the same template. All have a health of 2800 (more or less). All do 57-277 damage with 2.05 attack speed. Here is what they are:
- level 35 rancor
- level 2 gnort
- level 5 bantha
- level 10 razor cat
When I trained and tested them, they all did the same amount of damage (16) regardless of level although of course they were babies (the rancor tamed at level 3 while the others are still level 1). Also the level of the opponent did not seem to matter as they did 16 damage against both sevorrts (level 5) and kreetles (level 1).
More testing is obviously in order as they are only babies.
Preliminary observation and practical consideration: The mimimum levels of the animals seem to have changed. I think they are as above for the ones I made. I know you can push a razor cat above level 10 by increasing the resistances on the template as I managed to make a level 15 with the same sort of health as above but with more resistances last night.
I am going to make some junk DNA templates and try and get the mimimum levels posted (help on this please???)
And I guess I just lucked out on choosing a razor cat for my first post-CU pet b/c regardless of what I had done he would still have come out level 10 (*hangs head in embarrassment*).
Thanks for the heads up on this Psycho ..
Dor
Rancor is a CL 35 skin. Always has been, I think.
Aleskander wrote:
Rancor is a CL 35 skin. Always has been, I think.
You also have to watch the skins for aggressiveness. Some skins are agressive and that will affect the CL.
Ah. That explains it. My brain has now deteriorated to the point where I am confusing rancors with kimos.
Other than that ... 2800 health and 270 damage on a level 2 gnort doesn't SEEM quite right to me but maybe when they fix the system, we will be seeing much larger animals?
Looks like most of my DNA templates are working out to be the minimumcreature level regardless of what they look like for the most part - gee that doesn't take much skill does it
. Is this broken? Yes. Is this fun? Now that I really don't think there is a good work-around and now that I know I cannot really solo voritor dashers ... no.
-- Dor
Message Edited by Dorelli on 05-02-2005 06:09 AM
It's the DNA template we are using Psycho ... see my other post in the non-CH VD recipe thread. In about 10 minutes when I've posted it ![]()
-- Dor
minimum CL's per "skin"
Kimo 40
Rancor 35
Graul 25
I know because for a long time I had only enough CH skills to control level 24, and I did everything I could to get a big pet below this level, to no avail
"Mission" mobs are always spawned to be within a certain level of the "spawner". I suspect this is a big part of our problem. The Devs must have coded the spawned creatures stats so that they take a base creature (Huurton lvl 24) and boost one of its underlying characteristics. - however this isnt all of it.I would estimate 90% plus of all higher level mobs have at least one DNA stat @ 1000, they cant all be mission spawns
Plus I suspect the devs have not converted special protections properly when considering resists. Efffectiveness resists appera to have been converted into the new system.
who knows? Im off for a beer
Message Edited by Blueblooded on 05-02-2005 05:50 PM