Bio Engineer Archive
Thread: psych stats... half cracked
I am Khafra of the server Intrepid. I have been learning statistical programs such as spss in school and figured id apply it to the BE crafting system. I have come to the conclusion and now know what half of the psych stats do... atleast for the new crafting system anyways. Dependability I am still unsure of but i am almost positive that courage is the statthat affects attack speed, not aggression as was previously believed. you will find that at a value of 500 courage, the speed will always be 2.00. As the speed gets lower the courage stat gets larger... the highest value ive gotten for courage so far is approx 519 with a speed of 1.98. On the other end, courage with 334 gets you 2.16 speed. From what i know of statistics i have tested these findings to be significant with pvalue of .000 and a very high correlation (R^2 = .998). that said, im still learning this stuff and there could be error. Basicly i am slightly doubtful because the sample is only of about 15 clones. thus I ask that you all test this theory and if it proves true... You are welcom ![]()
to find your speed based on courage alone... multiply the courage stat by -9.89E-04. this formula is not perfect but very, very close.... Good luck
PS i am working on cracking the rest of the BE crafting system so devs... you might as well tell us now, its only a matter of time before we know anyways
Good work Kadus.
I've been starting to wonder if the "devils in the details" and the actual numbers mean something more than just "higher the better". Thislends some wieght to that and maybe some hope that "exact" creatures can be made for a given spec.
Thank you. I'm glad someone finally confirmed that Courage affects Attack Speed. I've been posting this in these forumsfor days, but they just ignore me. Try using your statistical programs on the following:
Attack Speed comes from Courage. If Courage is= 500, Attack Speed is 2.0.
To Hit comes from Cleverness. If Cleverness = 500 To Hit isaround 0.55 (need to test this more).
Armor comes from Fortitude. Fortutide > 500 gives Light Armor.
Health, Action, and Mind do not come directlyfrom Physique, Prowess, and Mental as everyone keeps saying. They come from Hardiness, Dexterity, and Intellect.
Damage does not come from Aggression directly. It comes from Power. Ferocity comes from Fierceness. Fierceness = 100 gives 0 Ferocity.
So, experiment points into Physique will raise Health and improve the chance of getting armor.
Points into Prowess will increaseAction.
Points into Mental will increase Mind and increase To Hit.
Points into Psychology will lower Attack Speed.
Points into Aggression will increase Damage.
to-hit on ALL creatures (wildtypes AND clones) has been significantly lowered... I'm seeing .35 as near-top-end, where .55 used to be pretty common.
but yeah, BioE's boasting of 700+dmg rancors in the past always got REAL quiet when I asked them what the to-hit/attack speed stats were... 700 @ 2.6/.29is NOT that great a deal. BioE's that spent points on mental and psych got better DPS results than those that just worked aggression.
as for the thread title... yeah, the stats ARE half-cracked, I'd say. and we're half-cracked to be plugging away as BioE's.
I've created quite a few pets with high To Hit:
CL To Hit Type
73 0.64 Kimoglia,
64 0.56 Rancor
460.5 Vesp
44 0.55 Woolamander
38 0.5 Hermit Spider
35 0.45 Angler
and many more.
I can also list some with Attack speed below 2.0, including the CL 73 Kimoglia above. (Obviously, I did not want CL > 70. I thought using two DNA samples from a CL 60 creature along with three samples from a Mutant Rancor would not produce a clone over CL 70. Obviously, I put too many experiment points into those things which raise CL the most.)
To get great To Hit and Attack Speed, it helps if you know which attributes to experiment on.
sorry, translation....
Cleavernessestimates To hit
Hard, dex, and int estimates HAM (very well but not fully accurate)
and courage estimates Speed
ps if anyone wants to jot down the generic template stats and then the creature stats the template makes... i could use the data... all my work has been done to get non ch pets as there are few CH on my server these days, thus i have no stats for armor :/
There’s a good chance I’m reading this wrong, but from how I understand you guys’ information, if you don’t care about damage output, and want to make a lower level pet, it would be best to NOT experiment at all on Psychological at all?
Im working on making a nifty, non-CH useable mount that can double as a meat shield, and was under the impression that experimenting on Psych was lowering the CL for me. Have I been doing the worst possible thing?
and yes damage is estimatedby looking atpower (pvalue .000 R^2 = .992)
when i tested the other aggression stat, i found that the correlation is .155 (pvalue)ish which means that it is doubtful that it has any affect on damage (R^2 = .211)
the formula for speed you need to add 2.490 to it to get the speed, sorry i left this off heh