Bio Engineer Archive

Thread: question about CL

Thiana
Wed Aug 13, 2003 4:21 pm
#1

I dont have master scout yet, so I cant see my future pets levels. I do hope the devs adds this ability to novice CH.


One of my favorite pets is my bull ronto. Does any one know the CL for that one and which skills I need to call it?


I have taming 1 and empathy 2 (bad choice probably)


Thanks in advance


Isa'a

barakata
Wed Sep 17, 2003 3:12 pm
#2

Hello,



I am trying to understand how you add up CL, it seems to me that you would have more than cl 50 if u had taming 4 and training 4, considering that non ch get up to cl 15. Do you take cl 15 as the base and then all the plusses add to that and thats the cl? or is there another way to add it? please ecuse me if this seems confusing.



Also what do I need to call a full grown rancor / gurrek?




Flogo Strongfist
Novice Brawler, Novice Medic, Novice Scout, Teris Kasi Student
Starsider Server
Aubenn
Wed Sep 17, 2003 3:15 pm
#3

The CL+15 that you get at novice CH counts for nothing. It is not added to the 15 CL that non CHers can handle, it just allows you to control up to CL15.


-Aubenn


barakata
Wed Sep 17, 2003 3:17 pm
#4

that kind of sucks, even with that into account do you get cl 50 with taming 4 training 4?



Flogo Strongfist
Novice Brawler, Novice Medic, Novice Scout, Teris Kasi Student
Starsider Server
InvincibleOverlord
Wed Sep 17, 2003 3:33 pm
#5

By math here is what you can train at various levels:

Level, Wild | Vicous
Novice 05 | 00
Tame 1 15 | 00
Tame 2 25 | 10
Tame 3 35 | 20
Tame 4 45 | 35
Master 50 | 50

Can somebody verify those numbers?

Also, what constitutes a vicous vs a wild? How do you tell? I can tame aggro creatures sometimes, so being aggro does not seem to be it... unless I ran into a bug.



C Prometheous Marshal C
--------------------------------------------------------------------------------
Master Bounty Hunter and Jedi ... lol... I kill myself!
GryphonsRose
Wed Oct 20, 2004 1:16 am
#6

Forgive me if this has been covered before, but I couldn't find it. I recently returned to SWG after about a 7 month hiatus and have a question about how far the investigation into CL has gone.


I read the FAQ and followed some of the links available... and have developed somewhat of an understanding of DNA value vs. resulting stats.


I have seen things about if damage goes over a certain level (90-100 I think was the threshold) it causes CL to jump. Armor would cause CL to jump.


Has any progress been made into the uncovering of the algorithm for determining CL? Im not trying to make CL 10 pets per se, but rather get an understanding of how CL is determined, to be able to look at a template and make a reasonable estimate to the resultant CL will be.


Any help would be greatly appreciated.


Saleb, Intrepid




Zadokk
Wed Oct 20, 2004 6:33 am
#7

Nope the CL seems to be totally messed up atm resulting in CL10 pets that should be nearer CL30. I always thought that the most likely contributer to CL was aggression but someone made a CL10 bantha with 550 max dmg so I don't really know any more


There are loads of things that can be used to keep the CL down:

1. Everything vuln except kinetic.

2. Low aggression

3. Staggered HAM

4. No armour (I tested this and it seemed to have a minimum level of 15)
PlainWhiteSocks
Wed Oct 20, 2004 8:29 am
#8



GryphonsRose wrote:
Forgive me if this has been covered before, but I couldn't find it. I recently returned to SWG after about a 7 month hiatus and have a question about how far the investigation into CL has gone.
I read the FAQ and followed some of the links available... and have developed somewhat of an understanding of DNA value vs. resulting stats.
I have seen things about if damage goes over a certain level (90-100 I think was the threshold) it causes CL to jump. Armor would cause CL to jump.
Has any progress been made into the uncovering of the algorithm for determining CL? Im not trying to make CL 10 pets per se, but rather get an understanding of how CL is determined, to be able to look at a template and make a reasonable estimate to the resultant CL will be.
Any help would be greatly appreciated.
Saleb, Intrepid





I think all we can say at this point is that CL determination is not random. As to actually figuring out the formula behind it... well the grand prize is still up for grabs.






Corbis
Kauri
Ex-Master Bio-Engineer
GryphonsRose
Wed Oct 20, 2004 9:36 am
#9






Zadokk wrote:

Nope the CL seems to be totally messed up atm resulting in CL10 pets that should be nearer CL30. I always thought that the most likely contributer to CL was aggression but someone made a CL10 bantha with 550 max dmg so I don't really know any more


There are loads of things that can be used to keep the CL down:

1. Everything vuln except kinetic.

2. Low aggression

3. Staggered HAM

4. No armour (I tested this and it seemed to have a minimum level of 15)





Thanks for the reply, but I wasn't so much concerned with keeping CL down, as I was at being able to hit target CL.


For example:


If Hard = xxx, Dex = yyy, Int = zzz, power = xyz therefor CLcould be expected to fall somewhere in the range of xx-zz





PlainWhiteSocks
Wed Oct 20, 2004 10:03 am
#10



GryphonsRose wrote:


Zadokk wrote:
Nope the CL seems to be totally messed up atm resulting in CL10 pets that should be nearer CL30. I always thought that the most likely contributer to CL was aggression but someone made a CL10 bantha with 550 max dmg so I don't really know any more
There are loads of things that can be used to keep the CL down:
1. Everything vuln except kinetic.
2. Low aggression
3. Staggered HAM
4. No armour (I tested this and it seemed to have a minimum level of 15)


Thanks for the reply, but I wasn't so much concerned with keeping CL down, as I was at being able to hit target CL.

For example:

If Hard = xxx, Dex = yyy, Int = zzz, power = xyz therefor CL could be expected to fall somewhere in the range of xx-zz







Oh heck...
From my notes I can gather the following.

The magic CL formula uses everything to determine final CL. On the surface this would include the number of experiment points as a well as template/creature stats.
Agresssion, Kinitic, and Energy seem to have higher weight than the other stats as a percent.
Ranged attack seems to have the lowest weight in the formula in fact it could be argued to be 0%.
Failures during experimentation tend to lower the level, but a failure can also raise template stats and result in a higher CL if more points are used to compensate.
The skin only dictates minimum level.
Phychological would appear to have a low weight in the formula as well. There's evidence that a high unexperimented dependablity can reduce the CL.

When I was first figuring out what made what level, I simply grabbed 5 samples of a critter maxed out the HAM and wrote down what came out. Then I used this as a quick thumbnail to gauge how to make a CLxx pet. It's crude and can give you lots of surprises, but it kept me busy. Later on I created some DB tables to hold the info and ran some rudimentary reports to get a feel for how things lay. Unfortunatly this method is like trying to figure out the height of a tree on a topo map, but I had fun doing it.

As for a simple "these stats = this CL range" welp, all I have for that are my notes. They are for sale. Cash only, and small bills please.






Corbis
Kauri
Ex-Master Bio-Engineer
ArthurDentOnBria
Wed Oct 20, 2004 11:16 am
#11

The best work I've seen so far on CL prediction was by ZardoZap


http://forums.station.sony.com/swg/tracker?user.id=158483


He posted some pretty neat work on CL prediction. I can't say that I've ever ground out the numbers and tried to predict CL based on them and such like he did, or used what he did, but just reading that gives you some neat insight into how CL is affected by various things and just knowing that stuff will give you much better control over the pets that you make in terms of CL.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


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