Bio Engineer Archive
Thread: Skins change resists?!
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Aleskander
Mon Feb 21, 2005 5:28 am
#1
I was playing with some MDH DNA. I got light armor, 0 on all resists except lighsaber (no vulnerables). I accidently hit the enter key and created a prototype insted of experimenting.
When I made a gurrcat, it came out with 3% resists to all except LS. I didn't think the skin made any difference except on the agressive skins.
I'm having a lot of fun playing around with the DNA and making pets. Since I finished my Jedi's template, I hardly log into him any more
Something else I had happen - I used 2 almost identicle templates. one in agressive skin one in non-agressive and had a 2 CL difference
I gave the MCH a discount on his pet since the CL wasn't quite what he wanted.
droid327
Mon Feb 21, 2005 6:02 am
#2
Its not the skin - its the assembly. Good or amazing success on assembly will add a few points to effective resist bases.
ArthurDentOnBria
Mon Feb 21, 2005 12:11 pm
#3
droid327 wrote:
Its not the skin - its the assembly. Good or amazing success on assembly will add a few points to effective resist bases.
hmm, is that what it is? I always assumed it was some kind of rounding going on. I do agree though that it has nothing to do with the skin. This frequently happens regardless of what skin you choose. I see it a lot in the dasher-pup pets for instance.
Aleskander
Mon Feb 21, 2005 5:13 pm
#4
Assembly orrounding...I'll have to play with this some more and see what happens. Thanks for the info.
MikCroTech
Tue Feb 22, 2005 1:37 am
#5
The effective resistances are based on the fortitude. But the template only updates every 5%.
I'm betting you had a fortitude of 530-539. The 500 gives you armor. If you got to 550+ your template would have shown 5% effective resistances.
My best pet I got 690 fortitude which gave me AR1 19%resistances for any left effective resistances.
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