Bio Engineer Archive

Thread: How to tell the CL of a template.

NancyJ
Fri Aug 13, 2004 3:31 pm
#1

I'm sure plenty of people know this but for thoese that dont, there is a way to tell the CL of a DNA template BEFORE you put it in the skin.

The XP you get for crafting a template is 10 x the CL. So if you get 60 crafting XP, its a cl 6 clone.

Not overly useful unless I know, but sometimes I want to know before I pick the skin.




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Zadokk
Fri Aug 13, 2004 3:34 pm
#2

Thats interesting.


I will still prefer to see a dynamic value during experimentation so we know when to stop / how its effecting the final level but I suppose the devs like to keep their little codes very secret with no hints
NancyJ
Fri Aug 13, 2004 3:43 pm
#3

At fan fest they said the reason they couldnt have it update dynamically on the template is because the forumla is quite hefty and would be impractical to do update it every time you experiment.




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droid327
Fri Aug 13, 2004 3:45 pm
#4

not overly useful for those of us capped on XP, especially =)


cant they code it to show the CL, since obviously the variable's already been calculated and is part of the object's inherent data? And can we also get maskscent to return a message when it successfully masks you but you're capped on scouting exp, along the same lines?



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NancyJ
Fri Aug 13, 2004 3:46 pm
#5

that would be nice.




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Kevie
Fri Aug 13, 2004 11:13 pm
#6

all of it would be nice.......



i know i might be playing devil's advocate with a lot of be's opinions (including my own) but knowing the final cl DURING experimentation would kinda take some of the fun out of it




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Suenr
Fri Aug 13, 2004 11:21 pm
#7

Hmmmm, they now need a way to dump excess exp.
NancyJ
Fri Aug 13, 2004 11:30 pm
#8



Suenr wrote:
Hmmmm, they now need a way to dump excess exp.




Ask and you shall recieve, the new force sensitivity quests allow you to convert normal XP into FS XP, but with the numbers on test right now you'd need to cap your BE crafting 500 times to master the crafting boxes - so that should dump out all your xp for a very long time.




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Mild-Breeze-Trooper
Sat Aug 14, 2004 3:37 am
#9






droid327 wrote:

not overly useful for those of us capped on XP, especially =)





Drop a box and buy it back. Sure it costs 640 App XP, but ten minutes with a friend and ranged support I fixes that.



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TROLLE
Sun Aug 15, 2004 12:12 am
#10

I have been trying to calculate the final template for CL and HAM but it's purely instict of now. Maybe someday, someone will make a calculator like BE cost Calculator, etc. It would be nice to see a calculator that would calculate the combination of samples then experimental values, and final result with cl and HAM.

This would allow for us to give our orders more attention since we cannot spend 3 days trying to match the exact features our customers has requested. I know it is not easy to predict the final outcome of the template but I strongly suggest for anyone to look at creature database as provided by www.swgcreatures.com and do a bit research before try to do it by luck.

I have been having better luck with insticts because I would sample creatures within the cl limitation, resistance, and specials. For example, if I want a cl 35 with 10-11k HAM, crippling and dizzy strike, 25 kin, and 320ish dmg. I would combine rogue fambaa and regular fambaa- experiment fully on physique and aggression. My result will produce somewhere near that or better.

My forumla for this particular recipe, I add up samples and divide by amount of the final sum. If I would want to have CL 35, I would use 3 regular fambaa and 2 rogues.

Creature Level:

34+34+34+35+35=172 172/5= 34.4, round off to CL 35

Creature HAM:

9700+9700+9700+12000+12000=53100 53100/5=10620

Since there's more lower HAM samples so it would be around 10k HAM instead of 10620, depending on sample placement and experimental value.

Remember, any slots you experiment with will become more prevalent. IE, combining mutant rancor, nuna, and Archane Widow would result in around 30-40ish CL instead of predicted higher CL because it all depends on sample placement, quality of sample, and specific feature such as resistance and specials.



TROLLE
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GMANHNC
Sun Aug 15, 2004 12:40 am
#11

Trolle... try this...
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=70755



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TROLLE
Sun Aug 15, 2004 8:53 am
#12

Yeah, I have been using it on many occassion but it hardly tell me which would go up after experiment. It will calculate the final value with full experiment points rather than compenmsate for 10 points we all have and how much points we would like to put attention into. The main question here is how to figure out the CL of the final product before fusing with skin.

Maybe we can determine the actual value of HAM after finishing product as vvedge suggested.

Health = Hardiness x 15 + Dexterity x 3
Action = Dexterity x 15 + Intellect x 3
Mind = Intellect x 15 + Hardiness x 3

We would need a quick formula which will tell us the cl. I know it may be complicated calculation but is there somewhere where we can actually get estimation of CL- I have seen some random sample that results in erractic cl, either exceeding or below the predicted CL.



TROLLE
-Master Bounty Hunter, Master Marksman, 0003 Pistoleer, and 4000 Scout-
_____________________________________________________________
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NancyJ
Sun Aug 15, 2004 10:04 am
#13

BAH! Update: The XP you get is the CL *before* experimentation... damn I got all excited then

I noticed this testing something else on TC, where I have no droids ho hum, back to the drawing board.




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