Bio Engineer Archive

Thread: Resistances and pet making

Busukaba
Sun Jun 13, 2004 5:10 pm
#1

Hey all, I have been messing around trying to make decent pets. One thing I notice, and as the FAQ states, is that energy and kinetic resists have a large effect on the creature level. When making a pet should I focus mainly on making knietic resists on them? I know that this is good for PvE, but what about PvP stuff? There are so many different types of damage that can be delt out should I even bother developing energy resist? This is a pet I made the other day.


Level 24

health- 7987

action- 6580

mind- 6520

kinetic resist 33

energy resist 31

vulnerable to all others

attack speed 2.17

chance to hit .29

damage 310-320

special 1 ____ (couldn't get medium poison to stick)

special 2 stunning strike


I was going to use him to play around with 2nd gen experiments. The question is, If this thing had better ham would someone want it, or should I always drive up the kinetic and down the energy, while 2nd generational manufacturing?


Waivveen
Agruel
Mon Jun 14, 2004 9:00 am
#2

Keep in mind, that currently, you are better off taking a vulnerability in PVP then any energy resistance with armor, unless Scout Blasters scare you. At the moment, a vulnerability only means you take full damage from a blow...your creature would be immune the AP damage bonuses, which almost every energy weapon has, instead of taking multiplicative damage. Anyway, one thing I would look at, is killing that energy resistance, and adding HAM, and keeping the level no higher than 23. Clvl 23 is the triplets level for Master Creature Handlers, so anything higher than 23 and lower than 35 really caters to the few people who kept enough Creature Handler to handle clv 24 pets, or people working their way up the tree.
Busukaba
Mon Jun 14, 2004 9:28 am
#3

Ok, that's kinda what I figured. The pet above isn't anything I really plan on doing anything with except experimenting on. I figure if I get good with it now, I won't have any problems when I finally master. So I'm guessing that pretty much just Kinetic resist on a pet is the way to go. Just so I know... is it possible to make a really good pet with only Kinetic resist and vulnerability to everything else?


Only reason why I ask is looking at what most people have on their vendors on my server seem to have many resists on their pets. Please don't tell me how to accomplish this, just let me know if it is within reason to be able to make a pet that has high kinetic resist and vulnerability to everything else.


Waivveen
Akelan
Mon Jun 14, 2004 9:31 am
#4

I work currently on this basis - Health takes the biggest hits in most cases, so I try for a 10/5/3.5 ratio or so in the HAM, and max the resistances I want on most pets. Armor is pretty much the standard for my pets from CL 18 or so up, I don't sell pets over CL 20 without light armor unless they are special requests.


It looks like you probably experimented on prowess and mental with this pet; I tend not to do so in favor of being able to have higher health and resists or armor, unless either of them will be too low in the finished pet. The formulas are quite accurate at predicting the HAM , so it is easy to see if you need a point there or not:


Health = Hardinessx15 + Dexterityx3

Action = Dexterityx15 + Intelligencex 3

Mind = Intelligence x 15 + Hardiness x 3


(As you can see, the intelligence rarely needs much experimenting with the hardiness stat being included, Dex is often the touchier stat to decide to increase or not.)


Kinetic and Energy resists are something I used to try to balance in a 60/40 or so manner, but the pet checks adjusted the levels of things so much with energy resists and energy resist is figured at a very high value in the overall CL that I have pretty much stopped doing energy resists except at the very high end.


LLan
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