Creature Handler Archive

Thread: Level 70 wild creature(s)?

Hardley
Sun Jul 03, 2005 9:58 am
#14






Isroz wrote:
get urself a craggy bolma....ther r level 70 and look awsome.....gotta love the eyes...like 4 baz nitch kind





hehehehe ... man, I killed a lot of those and a lot of their lairs also while I was on Dath yesterday but I never could get a baby to spawn I tried tho'



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Hardley Workin: August 17, 2003-November 16, 2005 R.I.P.
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TyroneLee
Sun Jul 03, 2005 8:00 pm
#15


Try the west side (along map line) of Danth as well as S and SW of the southern science outpost. I spend a week on and off there to get 3 reclusive, 2 soilders, 4 shear mites (turn from 70 to 69, still a good cheap tank), 2 naz (also turn from 70 to 69, deleted them to make room for more mounts, lol, trying to have one per mount skin type) and 2 GSH (love their badass look, hehe).


Good luck!


PS: I dun have any BE pets.


Message Edited by TyroneLee on 07-04-2005 01:01 PM



=============================================
All SWG professions are just skills but MCH is a passion.
soulsyphon
Sun Jul 03, 2005 10:55 pm
#16

Yo0u are right there is a big diffrence in BE Vs. natural pets.. the natural elite style pets are stronger lol look at the female narglatch, pre the bug (will get returned to normal stats soon) 7718 health, 65-321 attack 123 dev value at lvl 22 . I know this because i asked countless BE to make a custom pet for me with that stats at least with added ranged attack, maybe strong poison, strong disease as specials in a trio kliknik...do you know what i was told :-) not possible even with no specials and no ranged attack, not even possible with same stats as the femal narglatch at lvl 23 ( 1 lvl higher) That is what we got to base how weak BE pets really are,after all if they cann't even match the stats of female narglatch at the same lvl using pure femal narglatch dna, what good is BE anyways ?
Traie
Sun Jul 03, 2005 11:03 pm
#17

Just speaking for myself (and a few other MCH's I've met) - but as a MCH, I'll never own a abnomality of genetic science. All of my pets are from the wild and that how I prefer them - as nature intended.



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Traie
Mon Jul 04, 2005 2:18 am
#18

I have money, plenty of it to last me a good while. I'm a Master Rifleman/Master Marksman too. I can pull and complete CL80 missions or go around loot whoring. That's not the issue.


I just prefer natural pets. Not "freaks of nature" or "test tube critters". I do currently have a CL70 Rancor on order from my guilds resident bioengineer, but that's only cause I wanna see how big a CL70 rancor is.


It's more satisfying to me to go out and find a baby in the wild, get close to it, attempt to earn it's trust, and tame it. Then care for it as it grows until the day that it can take it's place beside me and fell some rebel scum (or pikets or Krayts).


Taming is about walking across Dathomir trying to find a Rancor baby, or crossing the dunes of Tatooine for a Bull Bantha, or even spending days on end in the swamps of Corellia looking for the elusive GPS.


There's nothing special about a creature that is made to order. It's like ordering a #2 from the local fast food joint.





---=[Thank the Maker DroidWorks]=---
Aluen Lumenia - Master Droid Engineer - Subscription runs out Sept 8, 2006
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Isroz
Mon Jul 04, 2005 3:54 am
#19






Traie wrote:

I have money, plenty of it to last me a good while. I'm a Master Rifleman/Master Marksman too. I can pull and complete CL80 missions or go around loot whoring. That's not the issue.


I just prefer natural pets. Not "freaks of nature" or "test tube critters". I do currently have a CL70 Rancor on order from my guilds resident bioengineer, but that's only cause I wanna see how big a CL70 rancor is.


It's more satisfying to me to go out and find a baby in the wild, get close to it, attempt to earn it's trust, and tame it. Then care for it as it grows until the day that it can take it's place beside me and fell some rebel scum (or pikets or Krayts).


Taming is about walking across Dathomir trying to find a Rancor baby, or crossing the dunes of Tatooine for a Bull Bantha, or even spending days on end in the swamps of Corellia looking for the elusive GPS.


There's nothing special about a creature that is made to order. It's like ordering a #2 from the local fast food joint.







/agree

u took the words right out of my mouth...

\



Naritus-Brian' Phillips
Loyal Imperial Pilot
......not sure what else...
Traie
Mon Jul 04, 2005 4:26 am
#20






Isroz wrote:


/agree

u took the words right out of my mouth...







word to the extreme.



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QuantumArtist
Mon Jul 04, 2005 5:38 am
#21

Would you like to biggie size that rancor?


Thanks for the jovial response.



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
QuantumArtist
Mon Jul 04, 2005 12:35 pm
#22



Its starting to soundlike you guys are being cheap rather then giving viable arguments to the natural side of the argument. It very much sounds like "its too hard for us to make money as a CH, I cant afford a BE and therefore I'll just go tame natural pets". Which is a valid argument, but you guys can just say so instead of beating around the sentimental bush.


I'd stack up one of my level 70BE pets to 3 narglatches any day. Perhaps at leve 20, a BE couldnt make anything that compares level20 to level 20(though I've never tried), its a whole different story at level 70. I've so far created level 70 pets with 8200 health, 4500 armor, 710 regen, 160 accuracy, 190 defense... even 3 narglatches would have a hard time phasing such a tank!


Most elite pets suffer from a lack of sufficiantarmor and regeneration, therefore cant take a hit. Narglatches are good for PvP where the armor of the pet wont really help it survive hits from players anyway. In that situation, 3 pets with 21000 health collectively stand a much better chance of getting to and hitting the target before they all die. 1 huge tank doesnt perform as well since they draw fire from multiple player targets at once.


This is not to discredit normal pets at all. There is a give and take really. You have to consider what you need the pet(s) for and the situation you're in.


All I'm saying is that excluding BE pets from your arsonal is denying yourself a hefty part of your potential. Do what you want, just dont discredit the BE and their product.

Message Edited by QuantumArtist on 07-04-2005 12:41 AM



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
RancorJr
Mon Jul 04, 2005 11:27 pm
#23

i like all natrual : )



~Aquanar~
ALL YOUR BASE ARE BELONG TO US!
CritterControl
Tue Jul 05, 2005 6:45 am
#24

is there a lvl 70 wild pet that isnt a bug? i dont particularly like the bugs. i know craggy bolmas are but they are pretty big. any ideas on more?
Dagrin
Tue Jul 05, 2005 12:11 pm
#25






QuantumArtist wrote:

My latest creation had 8200 health, 4500 armor, 810 regen, 182 accuracy, 156 defense, 30% state resists, and 380 damage.







Have you taken into account the post-call armor cap? I've bought a number of be pets recently, most of which had great armor in deed forn, but after the the second call the armor was reduced to a CL-based hard cap (I did a little math, the cap seems to be a few hundered over the CL squared). This makes me wonder about the armor of natural pets, BE and naturals both have the same defence caps, but only BE pets show an armor stat. When they are all full grown I'll be testing if my BE and natual pets of the same level will take the same damage.


Armor, hit rate, and defence all seem to have hard caps. Irarelysee BE pets that have damage as good as naturals of the same level (those that do are worthless due to low HP and worthless regen), but I'm pretty sure the HP and Regen can be made higher than equivilant naturals (I'm sorta guessing that natural regen is usually 10% of the max HP).
QuantumArtist
Tue Jul 05, 2005 12:35 pm
#26







Dagrin wrote:






QuantumArtist wrote:

My latest creation had 8200 health, 4500 armor, 810 regen, 182 accuracy, 156 defense, 30% state resists, and 380 damage.







Have you taken into account the post-call armor cap? I've bought a number of be pets recently, most of which had great armor in deed forn, but after the the second call the armor was reduced to a CL-based hard cap (I did a little math, the cap seems to be a few hundered over the CL squared). This makes me wonder about the armor of natural pets, BE and naturals both have the same defence caps, but only BE pets show an armor stat. When they are all full grown I'll be testing if my BE and natual pets of the same level will take the same damage.


Armor, hit rate, and defence all seem to have hard caps. Irarelysee BE pets that have damage as good as naturals of the same level (those that do are worthless due to low HP and worthless regen), but I'm pretty sure the HP and Regen can be made higher than equivilant naturals (I'm sorta guessing that natural regen is usually 10% of the max HP).






Yep, I've not had any problems with that. All my pets have tamed at 100%. You know what? I think I know whats causing that problem!


I use some very high level DNA to create my pets. The combination always shells out a greatpet without having to risk going over level 70, which I think is key... no experimentation.


You see, the part that I think is getting lost upon training is the added amount from experimentation. If you use DNA which is naturally high, and don't experiment on it, you keep the stats as listed.


I suspect whats happening when you loose health at the taming iswhen the BE creates a pet which already boasts insane health and you experiment on it more. The theory is there is a ceiling that is either close to or exceeded by the high level DNA. Now if the DNA naturally exceeds the ceiling, the system wont take away points, but if you experiment further, THOSE points are considered invalid and are removed the instant you tame the pet.


You see, back in the day there were no limits to whata BE could do to a pet. Even slicers could amp up a pet! It was crazy. So they implimented a filter to check pets at the moment of Taming for valid stats. I think this filter says... "hmmm... OK, 8000 of this health is OK, but the last 1000 was added on somehow and thats too much according to the rulebook... lets remove that alteration!". Poof your pet is instantly nerfed.


Thats my best guess.



Message Edited by QuantumArtist on 07-05-2005 12:37 AM

Message Edited by QuantumArtist on 07-05-2005 12:41 AM



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
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