Bio Engineer Archive

Thread: Observations from gathering post-CU DNA compared with creature

Dorelli
Sun May 01, 2005 2:31 pm
#1



I have been gathering DNA on dantooine today and comparing it with the level of the creature, the health bar of the donor creature and so on.


Basically, it would seem that the hardiness * 17.6 +/- approx 0.4 will give the health bar stats. This does not seem to work when applied to a DNA template --> pet deed. But it does work for the wild animals on dantooine that I sampled (who all had 1000 fortitude).


I was fortunate enough to come across a wild huurton stalker spawn as well as a mission spawn of the same thing. The wild spawn was level 25. The mission spawn was level 69. The DNA differred ONLY by the L69's hardiness (and therefore health)being not quite twice as much as the L25's. In all other respects it was the same. I was unable to see the base to hit (BtH)and difficulty level using /examine on the level 69 - it reported that it was a level 25 with BTH of 76.


The level 69 huurton stalker did 1924 damage against me (I am level 31 and I have 5875 standard protection from battle armor covering me head to foot). 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.


I don't really know what is going on. I don't think that the 'level' of missioncreatures is related in any way to their DNA to tell you the truth but that is just a hunch. I don't think that we can use mission-lair creatures to learn from. My guess is that the level of the person who spawns the mission determines both the number of creatures and their overall health and that from THAT is determined the DNA hardiness, not the other way around. But, as I said, it is just a feeling, not at all fact ...


Oh, and voritor dashers who are level 46 ... kill me as well ... the mission lair I managed to solo the other night must have been bugged.


I liked Lloyd's suggestion of grouping with a level 80 but I wanted 'raw' data on damage and stuff and also wanted to see if I could continue to go it alone.


-- Dor


PS. sorry for the totally inconclusive nature of this message. There is no point to it really. Just a bunch of observations.


PPS. Buboo .. syck dna on tatooine has 145 hardiness approx and about 10 fortitude but it has 0 resists and i guess is yard trash sort of but yard trash with higher hardiness than your normal trash.

Message Edited by Dorelli on 05-01-2005 02:38 PM

Message Edited by Dorelli on 05-01-2005 02:38 PM



Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Psychopyro80
Sun May 01, 2005 6:21 pm
#2

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


2) Was a Bolle Bol, 200-300 HAM on all stats, no resistance, no specials, level 35


Used 10 Diseased Nuna DNA samples (level 2) made 2 pets


1) Was Gnort, 300 HAM all stats, no resists, no specials,level 6


2) Was Rancor, 150 HAM all stats, no resists, no specialslevel 35


When I repeated the experiments with more Spineflap Guard DNA on a Rancor I got


1.7K ham

2 resistance to kin, stun, energy, acid

no specials

level 35


Anyone else?

Just an observation. Seems more than just DNA bugs. as these aren't even the base levels on these pets pre CU.



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Joker9125
Sun May 01, 2005 7:00 pm
#3






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.



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Dorelli
Mon May 02, 2005 1:08 am
#4






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





Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Dorelli
Mon May 02, 2005 1:09 am
#5






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







Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Dorelli
Mon May 02, 2005 3:40 am
#6

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






Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Aleskander
Mon May 02, 2005 4:41 am
#7

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.



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Dorelli
Mon May 02, 2005 5:00 am
#8




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.





OK ... I had it down for level 40 for some reason. Maybe they haven't changed ... maybe my original list is just wrong.


Thanks for that,

Dor




Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Halthron
Mon May 02, 2005 5:19 am
#9

The stickies have a list of what the minimul level is for each skin. The ones listed match what I remember. Rancor minimum level is 35. Stick it in a Kimo and it will be at least 40.
Dorelli
Mon May 02, 2005 6:08 am
#10


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



Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Psychopyro80
Mon May 02, 2005 9:05 am
#11

Yup, I'm still getting the same thing. Pets seem to be holding at skin level. I wouldn't think this is intended, but they may have implmented some kind of ghost fix. Seems really strange to me.



Igie–Jedi Virak–Commando
Igies–Bounty Hunter Satik–Entertainer
Awwik–Structures Isho–Domestics
Omaro–Engineer Eixoa–Munitions
The Galactic Senate-Test Center
"I feel like I'm Han Solo, and you're Chewie, and she's Ben Kenobi, and we're in that f***** up bar."
Dorelli
Mon May 02, 2005 9:40 am
#12

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






Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Blueblooded
Mon May 02, 2005 9:50 am
#13

from memory

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



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