Bio Engineer Archive
Thread: Damage Range on Pet Deeds
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projecto2501
Sun Jan 30, 2005 10:50 pm
#1
I didn't notice any BE changes in recent patch notes, however, today I crafted a Graul with 465-640 damage stat. Has anyone else noticed a damage range rather than the 10 point spread that all pets used to have?
Halthron
Sun Jan 30, 2005 11:23 pm
#2
I noticed it yesterday as well, a range larger than normal. I also noticed the system acting slightly different for recipes I know by heart.
Tytan
Sun Jan 30, 2005 11:35 pm
#3
Interesting...
I wonder if this new calculation takes place in DNA template making process or final pet making process. I guess I can find that out by using my DNA template that I made a few weeks ago for non-CH pets.
If this comes out with 10 damage difference, the calculation is in DNA template stage and if it comes out with larger damage difference, it is in pet stage.
I wonder if this new calculation takes place in DNA template making process or final pet making process. I guess I can find that out by using my DNA template that I made a few weeks ago for non-CH pets.
If this comes out with 10 damage difference, the calculation is in DNA template stage and if it comes out with larger damage difference, it is in pet stage.
projecto2501
Sun Jan 30, 2005 11:41 pm
#4
As far as I could tell, the templates where the same, just a single power stat. I also made a "Super 10" 10K ham pet just like I had always done and had no problems with it bumping up the level.
Aleskander
Mon Jan 31, 2005 5:55 am
#5
What's your recipie for a 10k Cl10 pet? Most of the ones I do end up around the 5k point
projecto2501
Sun Feb 13, 2005 1:27 pm
#6
Merek Harveter = MH
Bark Mite Burrower = BMB
Boar Wolf = BW
MH / BMB / BW / BW / BW
Experiment Hardiness up to 540-620 range and Dexterity to 380-460 range. Throw away your extra experimetn points.
Sample the first gen clone and assemble a second gen fromthe samples.
Again, max out Hardiness, bump Dexterity up to the 400 neighborhood, and stop experimenting.
There is accually quite a bit of flexability in the formula and you may find a way to improve it.
You should make your customers aware that these pets are over-powered and are temporary.
Also, on the topic of stealth changes, I've noticed nests are not respawning eteranly. Seems it varies from 1 to 3 times. I sample killed all the bark mites at one nest, flew away and came back a couple timesand it never respawned. I think got out my rilfe and blew up the nest (took me a while) and there were no spawns as the nest was being destoyed.
Message Edited by projecto2501 on 02-13-2005 12:30 AM
Inkanissen
Tue Feb 15, 2005 7:14 am
#7
If there is another player close enough (I think that around 200-250m will do it) to hold the lair in its current state, then it will not respawn mobs for you.
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