Bio Engineer Archive

Thread: Pet validity

NancyJ
Fri Aug 06, 2004 4:12 pm
#1

Posted on the corres board with no response but posting here cos I thought maybe you guys would like to see some figures.

TC2 just had a great addition in the form of a blue frog that hands out skills and stuff and buffs so I was finally able to get some testing done on one of the recipes I have.

Rock Beetle and Jundland Eopie

When the server comes back up I'm off to do gubbers and butterflies. Test results were inconclusive as you can see and reveal no descernable pattern so far, but after 3 hours I had to go catch up with RL

Message Edited by NancyJ on 08-07-2004 12:12 AM




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Meplorium
Fri Aug 06, 2004 11:08 pm
#2

Out of a few 100 pets I made I only got a few invalids, which were made from the Tal-N 'bugged' DNA. So no surprise on invalids there. You managed to get a good number of invalid pets though. Are there new validity checks now or something?



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NancyJ
Fri Aug 06, 2004 11:39 pm
#3

nah, this is using a recipe that seems to throw them out with a good frequency, though not 100%, I'm away this weekend but I'm gonna be doing some more extensive testing next week using a different recipe.
Only reason I used TC2 was I'm a CH and Ranger there Makes getting DNA so much simpler.




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NancyJ
Wed Aug 11, 2004 4:56 am
#4

As promised, more data, also posted on the corres forum for Keldarin
This set of data uses Gubber in slots 1 to 4 and Correllian Butterfly Drone in slot 5, no experimentation throughout, full stats and DNA quality etc is listed.

Only really posting this for thoese that are interested in number crunching, so dont get your knickers in a twist or start ranting about me wanting you to do the devs jobs for them
No-one has asked me to do this, I'm doing it purely of my own free will in the interest of getting the issue addressed sooner rather than later.
Anyone who has a problem with this, just pretend I didnt do it

Here ya go




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droid327
Wed Aug 11, 2004 4:59 am
#5

and naturally there's no discernable pattern between valid and invalid pets, its apparently just a random little present the devs coded in for our amusement, toss in some Vegas-style fun=)




Jekk Badlander
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NancyJ
Wed Aug 11, 2004 5:02 am
#6



droid327 wrote:

and naturally there's no discernable pattern between valid and invalid pets, its apparently just a random little present the devs coded in for our amusement, toss in some Vegas-style fun=)






Theres more of a pattern in these than the last lot and Keldarin saw something in those, so with any luck these will be even more usefull




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droid327
Wed Aug 11, 2004 5:14 am
#7

you're right, im a big big liar. It looks like, actually, the valid pets all had H markedly above A and M, and the hit speed was higher on the valid pets than all the invalid ones. On the invalid the HAM was over 100 for all three. Looks like there may be some more valid evidence to support uneven HAM levels generating lower CLs. Also thought it might support the old phys and psych experiment line for making nonCH pets, but that would lower hit speed, not raise it, right?



Jekk Badlander
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------------------------------------------------
Factor
Amana
Wed Aug 11, 2004 5:17 am
#8

I don't know I think when I was a novice BE I tried giant dalyrakes and a matriarch or 5 giant D samples and I experimented with 1 or 2 points I had at the beginning and I got an invalid pet but was only raised by 2 lvls. Good to know what is going on atleast.



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NancyJ
Wed Aug 11, 2004 5:20 am
#9

Theoretically experimenting on psych increases the speed (smaller number)and increases the to-hit. (larger number)

I know more than I'm saying but I cant say anymore till I get clearance first

Will pass on any more info as soon as I can.




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droid327
Wed Aug 11, 2004 5:31 am
#10

bah! dont tease us like that! We need all the info we can to do our jobs =D


but ill take hope in the fact that if you know something new now, that means its being discussed and developed and hopefully we'll get some happy patch notes sometime before the CR lol



Jekk Badlander
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NancyJ
Fri Aug 13, 2004 3:04 pm
#11

Message from Keldarin: Reposted from the Corres Forum:


Thanks a ton for this info NancyJ!! It really does help.


For this particular set of data I think I've actually narrowed down what's going on. It all comes back to those darn armor calculations that made the whole system so hard to implement in the first place and has been the cause of nearly every problem thus far.

The solution isn't trivial though so I'm going to have to think a little bit about how to fix this one. Actually there is a trivial solution, but it's too costly so I have to figure out the hard solution that doesn't make the crafting calculations slower than they already are.






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Kevm
Fri Aug 13, 2004 3:19 pm
#12

Great work Nancy! Thanks for going 'above and beyond'



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Kevie
Fri Aug 13, 2004 11:20 pm
#13






NancyJ wrote:
Message from Keldarin: Reposted from the Corres Forum:





Thanks a ton for this info NancyJ!! It really does help.


For this particular set of data I think I've actually narrowed down what's going on. It all comes back to those darn armor calculations that made the whole system so hard to implement in the first place and has been the cause of nearly every problem thus far.

The solution isn't trivial though so I'm going to have to think a little bit about how to fix this one. Actually there is a trivial solution, but it's too costly so I have to figure out the hard solution that doesn't make the crafting calculations slower than they already are.











i KNEW the armor calculations had something to do with it......... that whole "uber" nonch pet recipe used samples with armor and when it didn't clone through it would drop about 10-15lvls


i hope keldarin can figure out a decent solution though, i'm tired of getting requests like "hey can u make me a ub3r gurek d00d?!?!?!!11"





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