Bio Engineer Archive
Thread: Is Melee Def. +7 Stun Def. +18 Possible?!?!
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verbakint75
Tue Feb 15, 2005 3:09 pm
#1
I'm a new Master Bio Eng. and was approached by a tailor who asked me to make him some toughened fibers. So I grab my best Carn meat, best Bone, and almost best wooly hide and start crafting. Well the best I could come up with was +3 Mellee +9 Stun so I figured that was ok, but he said that wasn't even worth his time.
So just for fun I made some constrictor cloth out of the best stuff I have (all of it in the 900's) The best I could get was +7 but he said he was getting stuff +18!
My crafting station is 41 (or something like that) and my crafting tools are 33 (76% due to some damage). Please, if anyone knows why my levels are so low, tell me. I want to be the best Bio Eng. I can be.
Thanks
-Kreiss- Bria
So just for fun I made some constrictor cloth out of the best stuff I have (all of it in the 900's) The best I could get was +7 but he said he was getting stuff +18!
My crafting station is 41 (or something like that) and my crafting tools are 33 (76% due to some damage). Please, if anyone knows why my levels are so low, tell me. I want to be the best Bio Eng. I can be.
Thanks
-Kreiss- Bria
samasan
Tue Feb 15, 2005 3:13 pm
#2
I have a 44.84 station and 15 food/chem crafting tool and with my sources I get up to 4 melee def and 18 def vs stun. Haven't seen anything hire posted. Could you list the stats of your resources?
LloydPickering
Tue Feb 15, 2005 3:13 pm
#3
There are 2 types of tissues for most skills, and Melee/Stun is no exception.
You want to be making Tensile Resistance for melee/stun.
Tensile Resistance is capped at +5/+20 with perfect resources. There have been cases of +4/+19 been acheived, however +4/+16 upwards should be a high enough quality to have no problems selling.
Message Edited by LloydPickering on 02-15-2005 02:15 PM
LadyP
Wed Feb 16, 2005 12:44 pm
#4
Am curious where did you get the info that its capped at 5/20 ? whats the best BE info site you know of? and really glad to have seen this post as this is the one tissue I am mostly interested in...
ishakal
Wed Feb 16, 2005 6:04 pm
#5
I am pretty sure that +5/+20is the cap on tensile resistances. I have reason for this, I have on multiple occasions hit 98% effectiveness with tensile resistances, and that is a +4/+19. Because I enjoy round numbers, I believe that 100% is required for +5/+20, which as far as I know has not been accomplished. I'm not sure if kits and craftings stations matter as much to a bioengineer because we lack assembly (not sure on that though.)
Ishakal Pathfinder
Halthron
Thu Feb 17, 2005 1:03 am
#6
The cap was figured out the same way other caps are. Use very high quality resources, be a full master and fill all the experimentation boxes. When you're getting 4/18 or 4/19 and you just don't see how you can get any better stuff, you figure the cap is at 5/20.
sideorder
Thu Feb 17, 2005 4:39 am
#7
I once made +4 melee +19 stun.
But it was a long time ago and cant remember the resources i used. If i remember i will post them.
SkunkDuster
Thu Feb 17, 2005 1:32 pm
#8
ishakal wrote:I am pretty sure that +5/+20 is the cap on tensile resistances. I have reason for this, I have on multiple occasions hit 98% effectiveness with tensile resistances, and that is a +4/+19. Because I enjoy round numbers, I believe that 100% is required for +5/+20, which as far as I know has not been accomplished. I'm not sure if kits and craftings stations matter as much to a bioengineer because we lack assembly (not sure on that though.)Ishakal Pathfinder
Crafting in general seems linear, so you could determine what the Melee cap is by noting which percentage thresholds bump up the effectiveness rating. For example, at 24% experimentation, if you have +1, then at 25% experiementation you get +2, you could reasonably assume that every 25% of experimentation results in +1 to Melee defense. This could be verified by seeing if the next thresholds are are 50% and 75% experimentation. If so, then the cheat sheet would look like this:
(Disclaimer - hypothetical numbers follow - I haven't tested this at all)
0-24% = +1
25-49% = +2
50-74% = +3
75-99% = +4
100% = +5
Stun defense would be similar, but may jump a point every 5% (100%/20).
One thing you have to be aware of is the base effectiveness rating of the item you are crafting. Many people assume that it is a simple matter of dividing 100% by the max effectiveness to make a cheat sheet, but 0% experiementation does not always equal 0% effectiveness. An excellent example of that is vehicles. A 100% Swoop has 2500 HP, but each percentage point does not equal 25 HP. This is because a 0% Swoop has 1000HP Base. So each percentage point of experimentation adds 15 HP (100*15=1500, 1500 plus the 1000 point base gives you a max of 2500 HP). To find out the base, you need a critical fail during experimentation that drives the experimentation down to 0%. Whatever the effectiveness rating of the item is at that point is the base.
I'm new to the BE profession, so haven't done much hands on work crunching the numbers in the BE crafted items, but if you want to figure out the math, the above method would be the way to do it.
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