Bio Engineer Archive
Thread: Need Help with Creature Resistance
Banedon28 wrote:
I wonder if a special resist and a vulnd turnthe heatinto an effect resist? That would explain how the heat resist reset. Thanks all for the info.
This might have been brought up before, but I have not seen any of the threads so forgive me if I am repeating someone else. I have a question on how resistance is calculated. I have read that resistance is calculated with the Physique formula of 40% / 25% / 5% / 5% / 25% for DNA slots 1 - 5. This holds true most of the time, but there are other times when it does not work correctly. Is this a bug or am I missing something? Here is what I was trying to build and the actual results varied. All samples where of High Quality or Very High Quality.
Slot 1: Seething Bol Crusher
Slot 2: Mutant Rancor
Slot 3: Seething Bol Crusher
Slot 4: Seething Bol Crusher
Slot 5: Mutant Rancor
Using this template one could ascertain that the resistance should be:
Kinetic: 55
Energy: 52
Blast: 40
Heat: 0
Cold: 50
Electricity: 50
Acid: 27
Stun: 50
However, when I combined the DNA (before experiment) the heat ended up at 35% and the acid ended up at 35%. All other stats calculated correctly. First off how can acid be 35% when bothcreatures have a rating between 25% and 30%? Second the Heat Vulnd of the Seething Bol Crusher should cancel the Mutant Rancor's 100% for a 0% total and not 35%. Then when I went to the experiment screen the acid was set to 0% and the heat was set to 0%. Now the heat is correct, but the acid is wrong in a bad way. All of the DNA samples have a 25% or more acid rating. Finally I placed the template into a Rancor skin and the acid ended up at 3% and the heat ended up at 3%. What gives?
Seiryuu wrote:
Perhaps the difference is in that some were special protections and some were effectiveness? Values based on effectiveness can be experimented up.
Nope. Heat is a vulnerability on the Bol, and a SP on the MR. But acidiseffective with both of these creatures.