Bio Engineer Archive

Thread: Difinitive results for those working on breaking the system.

leothric
Fri Dec 19, 2003 5:51 am
#1



X-Master Bio-Eng (yea i know crazy huh?)
X-Master Doctor
Death by NGE RIP 6/03 -12/05
leothric
Fri Dec 19, 2003 5:56 am
#2

This post is going to contain posts from other people to try and get a central location for valid testing results.






Doordolt wrote:

I've spent the last two days doing nothing but sampling Durni DNA. Many of the theories on these boards lack a starting point...something to put against for experimenting.



Here is what I have found and can reproduce at will. Starting with a base creature, the durni, I ran experiment after experiment after experiment to determine what affected what. These are the results...



When you put Experiment Points into Aggression, the Fierceness and Power numbers of your Template increase. When the Fierceness and Power numbers increase, the damage done by the end creature increases.


When you put Experiment Points into Mental, the Intellect and Cleverness numbers on your Template increase. When the Intellect and Cleverness increase, the Mind attribute increases on the end creature.


When you put Experiment Points into Physique, the Hardiness and Fortitude numbers of your Template increase. When the Hardiness and Fortitude numbers increase, the Health attribute increases on the end creature.


When you put Experiment Points into Prowess, the Dexterity and Endurance numbers of your Template increase. When the Dexterity and Endurance numbers increase, the Action attribute increases on the end creature.


When you put Experiment Points into Physcological, the Deendability and Courage numbers on your Template increase. When the Dependability and Courage numbers increase, the Attack Speed increases on the end creature.


These results were found after uncountable numbers of Like DNA Samples were taken and used. I found what Above Average DurniDNA produced as a Durni, for example then experimented on each final Combine Slot over and over with the same findings as listed above.



I also have done numerous experiments on placing a different creatures DNA, in this case a Humbaba,into the different Combine Slots and leaving the Above Average Durni DNA the same in the rest. I have some hard results as to what this does also for the final product.


The next step is to nail down, exactly, how experimenting on the different Combine Slots affects Resists as well as which Combine Slots affect the ultimate outcome of Resists.












Doordolt wrote:

If you're interested here are some results of putting a different creatures DNA into the different Combine Slots and the affects seen.


I began with my Starting point DNA, the Durni. The kicker I was going to use was DNA from the Humbaba.


Putting Humbaba DNA into Physique and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. The Health increase surpassed the Action and Mind. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.


Putting Humbaba DNA into Prowess and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. The Action increase surpassed the Health and Mind. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.


Putting Humbaba DNA into Mental and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. TheMind increase surpassed the Health and Action. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.


Putting Humbaba DNA intoPsychological and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. Again, theMind increase surpassed the Health and Action. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.


Putting Humbaba DNA intoAggression and the same Durni DNA into the rest of the Combine Slots, the end creature experienced an increase in their H/A/M, disproportionally. TheHealth increase surpassed theAction and Mind. However, these final creatures experienced an increase in the Damage they could do. All other attributes, Resists, damage, etc. remained unchanged from the base Durni sample.



More information will be on the way as I continue with my experiements. These will include a definitive definition of Resists, Specials, and Ranged....Ending with what affects CL.









grelgen wrote:

ph me pr ps ag final final+ final++ diff
hard 57 50 63 48 51 11 54 54 -1
fort 8 0 20 3 9 2 10 10
dext 54 46 59 49 53 11 11 51 -147
endu 511 500 512 505 514 332 332 373
inte 54 54 57 48 54 11 54 54 4
clev 129 127 134 125 137 37 131 131
depe 1007 1004 1011 1004 1015 1167 1167 1167 -8
cour 510 508 515 507 508 336 336 336
fire 242 232 238 232 237 92 197 237 0
powe 125 113 125 123 121 33 121 121
final 0 2 17 75 6
final+ 3 9 17 75 15
final++ 3 9 21 75 17
%maxed 100 100 75 100 100


OK, what does it mean?


1. The slots line up like they used to. The first 2 numbers on the dna allign with physical. The second 2 with mental, going down the line.


2. Final represents the stage in the combine just before any experimentation is done. Final+ represents after a little has been done. Final++ is after experimenting is finished. The finals on the bottom of the matrix are the %s reported at each stage of experimenting. The finals on the right are the values for each stat.


3. Difference represents the difference between the sample numbers and the final++ numbers. This shows that the % maxed is acurate to a few degrees of error.


4. %maxed solves a big question I had a while back. The %s in the experiment window represent the addition of the 2 primary stat values in comparison to the number 2000. I.e. 1167+336 = 1503 which is 75% of 2000. Now, as we can see, the prowess did not max out it's experimenting. It was at 21%. I counted the little pips on there and it was at 18 out of 24, which is 75%. The sample had 59+512 = 571 (571/2000 = .28)for it's prowess score and the final++ had 51+373 = 424 (424/2000 = .21) 424/571 = .742 which is within certain degrees of error. In contrast, the physical did max out its experiment and the numbers for that are: sample had 57+8=65 (65/2000 = .03), final++ had 54+10=64 (64/2000 = .03). 64/65 = 98%. Of course, thereare always rounding errors.


OK, how can we use this?


Hopefully, someone will figure out if the CL on a creation is the result of averaging the CL of the samples or from the numbers on the resulting template. maybe they can use this finding in their research.











leothric wrote:

Going to disect my creature here.



I used one death head CNA in the agression slot, I used spider DNA in the mental and phyco slots.


I put rancor DNA in the Phys and harvester DNA in the prowl.


I made it into a dewback and got


CL 47


11,9**


10,8**


and 8,6**


Light armor


the following i am unsure yet, think it may be averaged across them all


kin 28 <-- Not sure why it dropped so much, the Kinetic veriabe must be in the mind or spread accross them all, The spider DNA only had 30 kin but the harvset is 75 and the rancor is 45 and the deaths head 10. possably averages out?


En 35 <-- rancors was 60 harvesters vunerable, spiders are 30, deaths head 10


Following where effected by mental or phyco


blast vuln Only the spider was vuln to blast so this means that means mental or phyco slots do alot for blast heat and cold.


heat 60


cold 60 Both heat and cold are spider stats, the rancor is 100 the mereks are 10 means mental or phyco slots for those 2.


Following are effected by either prowl or agression


electric 8 Now this looks like murrek thats low, they have 10 so do harvesters, the rancor was 100, webmaster vuln that means prow or aggression effects this.


acid 20 This looks like merek thats high. rancor was 25 the spider was 60


stun vuln


attack speed 207


damage 510 - 520


ranged no


This combo ONLY the deaths head had and that was in the agression slot.


SP1 Strong poison


SP2 Strong desease.
















leothric wrote:

OK another update:



Kinetic is effected by agression.


Energy is effected by the Phsy slot


Electric is based on agression


Stun is effected by prowl












X-Master Bio-Eng (yea i know crazy huh?)
X-Master Doctor
Death by NGE RIP 6/03 -12/05
SilakDar
Fri Dec 19, 2003 5:58 am
#3

Great idea Leo, keep up the good work



Tekaos Ator | Structures | Retired Swordsmith - Retired Swordsman |
Vasryn Caodele | Crimson Clutch Officer |
Keeper of Jademoon
leothric
Sat Dec 20, 2003 5:52 am
#4






Nae wrote:

Here is the first round of tests, gotta go do some sampling now. Ran out of same qual, same specicies DNA.



Test 1.


Mental HQ DNA.


Spec 1- Stunning Strike


Spec 2- Crippling Strike


Agression HQ DNA.


Spec 1- Strong Poison


Spec 2- Strong Disease


Phys/Psych/Prow AA DNA.


Spec 1- KD


Spec 2- Blinding Stirke


Result.


Spec 1- Strong Poison


Spec 2- --------



Test 2.


Mental AA DNA.


Spec 1- Blinding Strike


Spec 2- Intimdation


Agression HQ DNA


Spec 1- Stunning Strike


Spec 2- Blinding Strike


Psych/Phys/Prow AA DNA


Spec 1- Area Combo


Spec 2- Dizzy Strike


Result.


Spec 1- Stunning Strike


Spec 2- Blinding Strike



Test 3.


Mental AA DNA.


Spec 1- Blinding Strike


Spec 2- Intimdation


Agression HQ DNA


Spec 1- KD


Spec 2- Blinding Strike


Psych/Phys/Prow. VHQ DNA


Spec 1- Stunning Strike


Spec 2- Crippling Strike


Result.


Spec 1- KD


Spec 2- Blinding Strike


Test 4,


Mental VHQ DNA


Spec 1- KD


Spec 2- Dizzy Strike


Agression AA DNA


Spec 1- Stunning Strike


Spec 2- Blinding Strike


Psych/Phys/Prow HQ DNA


Spec 1- Open Wound


Spec 2- Strong Poison


Result.


Spec 1- Stunning Strike


Spec 2- Blinding Strike


Test 5.


Ment VHQ DNA


Spec 1- Strong Poison


Spec 2- Blinding Strike


Agression VHQ DNA


Spec 1- Blinding Strike


Spec 2- Intimidation


Psych/Phys/Prow VHQ DNA


Spec 1- Strong Poison


Spec 2- Blinding Strike


Result


Spec 1- Blidning Strike


Spec 2- Intimidation


Test 6


Ment VHQ DNA


Spec 1- Intimidation


Spec 2- Stunning Strike


Agreesion AA DNA


Spec 1- Strong Poison


Spec 2- Strong Disease


Psych/Phys/Prow AA DNA


Spec 1- Stunning Strike


Spec 2- Strong Poison


Result


Spec 1- Strong Poison


Spec 2- Strong Disease



So far, Agression has resulted in 5 out of 6 of the tests. With only 1 having the Special 1 from Agression and nothing for a Spec 2. Which I can't quite figure out why that is. Right before I ran this test, I did get another weird result, but I wasn't taking notes, so I don't remember exactly what all I used. But the end result was a Spec 1 and Spce 2 Blinding Strike. I do know that none of my samples prior to this template has had double Blinding Strike.


I'll run some more test after I get more samples. So, it seems only a very few specific combinations will result in mixed Specials.








X-Master Bio-Eng (yea i know crazy huh?)
X-Master Doctor
Death by NGE RIP 6/03 -12/05
xxNaftxx
Sat Dec 20, 2003 6:03 am
#5

Great info. Thanks all for your hard work helping provide us all with insight on how these tissues affect final pet deeds.
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