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Thread: Please help
Cubsfan22
Sat Sep 11, 2004 4:49 am
#118
ok, I have gone through 10 pages of this forum. I have yet to find anything that really explains what a 2nd generation pet is and how you can make a decent and legal CL 10 pet. It seems everyone that explains it is talking in some lingo I do not understand i.e. Merek Harvestor, Merek Harvestor, and 3x 2nd gen.... What does that mean? And the others are complaining that the 60 KR 10k HAMs are illegal. I just want to know how to make one. A good one for Non-CHs since it seems the FOTM of everyone having 2 Graul Maulers is long gone.
Mainly, I made me a Master BE to make additives for my Master Chef. I was sad to see entire sections on making the stuff for tailors, but nothing on the chef additves.
Does anyone have a link for a thread on how to make good pets and describes how to clone and what it is and so forth. I read the FAQ thread and I got some ideas from it, but still out there in left field trying to sample the butterflies......
thanks
NancyJ
Sat Sep 11, 2004 5:08 am
#119
OK starting with the easy question - 2nd gen pets
Any clone you make can be resampled, you can get anything from approx 0 - 7 samples depending on your skill, its level and the demeanor of lady luck.
If you then use those samples in a new pet (on their own or with wild DNA) thats a 2nd Gen pet.
The issue of non-ch pets is a very long and complicated one, so bear with me while I try to bring you up to speed.
First lets address the issue of valid vs invalid pets
The pet crafting system is currently very broken, it allows pets to be crafted way thats are way more powerful than their CL indicates.
Thus was born the validity check - when you call a creature it checks to see if the stats match the cl, if they dont then it declares it invalid and asks if you want to adjust the creature level or its stats.
Technically it shouldnt be possible to craft a pet in the current system that is invalid - but it is.
Usually this occurs with very reasonable, or underpowered pets, whereas much more powerful pets slip through the cracks.
Anything that passes the validity checks is technically 'legal' however the devs have told us that the 10kham 60% kinetic pets are way more powerful than they intended and will be fixed retroactively, for this reason many of us do no believe in selling them to our customers, knowing that they are unintended creations of a broken system and that they will be fixed retroactively at some point in the future, there are also those that believe they should sell as many of them as possible while they can and make as much money off them as possible.
Any clone you make can be resampled, you can get anything from approx 0 - 7 samples depending on your skill, its level and the demeanor of lady luck.
If you then use those samples in a new pet (on their own or with wild DNA) thats a 2nd Gen pet.
The issue of non-ch pets is a very long and complicated one, so bear with me while I try to bring you up to speed.
First lets address the issue of valid vs invalid pets
The pet crafting system is currently very broken, it allows pets to be crafted way thats are way more powerful than their CL indicates.
Thus was born the validity check - when you call a creature it checks to see if the stats match the cl, if they dont then it declares it invalid and asks if you want to adjust the creature level or its stats.
Technically it shouldnt be possible to craft a pet in the current system that is invalid - but it is.
Usually this occurs with very reasonable, or underpowered pets, whereas much more powerful pets slip through the cracks.
Anything that passes the validity checks is technically 'legal' however the devs have told us that the 10kham 60% kinetic pets are way more powerful than they intended and will be fixed retroactively, for this reason many of us do no believe in selling them to our customers, knowing that they are unintended creations of a broken system and that they will be fixed retroactively at some point in the future, there are also those that believe they should sell as many of them as possible while they can and make as much money off them as possible.
Cubsfan22
Sat Sep 11, 2004 5:17 am
#120
So by making a 2nd gen pet is how you lower the class to get the non-CH pet? Or by keep going down the gen list to get the class lowered?
I guess one of these days, I will go out, fill up my inventory with as many samples as I can, go home and play with it. I have no idea where to find info on what type of pet works best in the 5 different slots of a genetic template. I read where someone was mixing Merek Harvestors with Corellian Butterflies....Seems like a sick joke (breeding cats with dogs), but it did something he wanted....
Thanks for the info.....5 stars for you
NancyJ
Sat Sep 11, 2004 5:55 am
#121
Multi gen pets are usually made to raise attributes you're interested in and lower those you dont care about, thus lowering the CL generally.
The mixing mereks with butterflies is to breed in vulnerabilities - when making pets for general use kinetic resistance is the most important resistance and everything else can quite hapily be vulnerable, this will significantly lowered the level of the pet.
The mixing mereks with butterflies is to breed in vulnerabilities - when making pets for general use kinetic resistance is the most important resistance and everything else can quite hapily be vulnerable, this will significantly lowered the level of the pet.
Zadokk
Sat Sep 11, 2004 5:58 am
#122
NancyJ wrote:
Multi gen pets are usually made to raise attributes you're interested in and lower those you dont care about, thus lowering the CL generally.
The mixing mereks with butterflies is to breed in vulnerabilities - when making pets for general use kinetic resistance is the most important resistance and everything else can quite hapily be vulnerable, this will significantly lowered the level of the pet.
A good 1st gen pet is MH-MH-CBD-CBD-MH: this gives a pet with 60% kinetic, light armour but vulns to the rest. You then resample this and use it in pets which you would have used MH. This lowers the CL a lot while still giving the overall result that you wanted.
TurKisHMaFiA
Sat Sep 25, 2004 8:54 am
#125
I am almost a master fencer, 4-4-2-3 to be exact. But, I have started to notice something. With a 128 min and 198 max stun baton I only do about 67-120 damage to the creatures within the geo caves, while I see other doing 1500+. It should also be noted that I use One-Handed Hit 2. I mean wats wrong here? Am i using the wrong attack? Are we really that weak? Please help....
Gazzilla
Sat Sep 25, 2004 6:28 pm
#126
You need to check on what weapon you're using and its damage type.
The Geo caves critters are very resistant to certain damage types and vulnerable to others, just like every other creature in this game.
I haven't personally gone down to the Geo Caves yet as a Fencer, so I'm unsure as to the exact damage outputs of our weapons versus the Geos, so just check them by /exa and looking for their kinetic and stun resistances. If they're high, make a tactical retreat!
squallff99
Mon Oct 04, 2004 10:27 am
#127
i need some advice here. i have two accounts and i took 1 of them to the village as soon as i can back in phase 1. i did 3 holos so i got 2 free unlocks for doing that. i finally got my other alt into the village. i actually just got access to the village today. on this character i know i did 3 holos a while back, but when i went to Paemos he didn't give me any free unlocks. can someone please help me here
Message Edited by squallff99 on 10-04-2004 01:35 PM
Vendor_Inside_TM
Sat Oct 16, 2004 5:09 pm
#128
1: what determines how many experimentation points i have for a certain assembly?
2: what are the max ber for all the harvesters...a big favor to ask listing this, but if someone knows
3:what makes a vendor appear on the overhead map/on the planetary map?
4: do i loose a schem i looted and used after i drop the needed skills?
5: do i get the same amount of xp at a factory as when crafting self?
thx a lot in advance
2: what are the max ber for all the harvesters...a big favor to ask listing this, but if someone knows
3:what makes a vendor appear on the overhead map/on the planetary map?
4: do i loose a schem i looted and used after i drop the needed skills?
5: do i get the same amount of xp at a factory as when crafting self?
thx a lot in advance
Message Edited by Vendor_Inside_TM on 10-17-2004 02:13 AM
Elyssa
Sat Oct 16, 2004 5:25 pm
#129
1) 10 points of experimentation skill = 1 experimentation point.
2) 4/10/13 for standard harvs. 14 for fusion. Not sure on wind/solar.
3) Merchant Advertising 3
4) I would imagine that you do but I've never tried it.
5) No.
TheMalle
Sat Oct 16, 2004 5:30 pm
#130
1: For artisans it is "Artisan experimentation" that determines it. For every finished 10 point you have you get 1 experimentation point. These can be gained by:
- advancing through the domestic arts branch and the engineering branch
- getting skill tapes that has the stat "artisan experimentation" on them
- being a human (gives an extra 15 "artisan experimentation"
2:
Personal: 4
Solar: 8
Wind: 9
Medium: 10
Heavy: 13
Fusion: 14
[EDIT] Note: There has in the past been occasions where you have been able to produce higher rating harvestors (temporary tuesday, and fusion gens way back). If you see a harvestor that has a higher rating than these, it is most likely actually a legit one.
3: It appears on the overhead map if it is listed on the world map. To be able to do so you need advertising III (3xxx) in the Merchant profession (prerequisite for merchant is business IV (xx4x) in the artisan tree)
4: No. If you learn a schematic you will keep it even if you drop the profession, but you won't be able to use it until you have the required skills again.
[Edit 2] Note: If it is working as intended it should be this way at least. I got an old dead eye prototype schematic in my datapad still, but I lack the skills to use it.
Note: If you on the other hand make a manufacturing schematic, anyone can use it in a factory.
5. No. Crafting for hand gives you 100% xp. Crafting in practice mode gives 105% xp. How much (or little) you do gain by crafting with factories I do not know, but it is such a low amount (perhaps 0% - 5%) it is not worth it for grinding. I also believe you would have to be close to the factory all the time to recieve the xp.
There you go
[EDIT] Beat you with about half a second agit
- advancing through the domestic arts branch and the engineering branch
- getting skill tapes that has the stat "artisan experimentation" on them
- being a human (gives an extra 15 "artisan experimentation"
2:
Personal: 4
Solar: 8
Wind: 9
Medium: 10
Heavy: 13
Fusion: 14
[EDIT] Note: There has in the past been occasions where you have been able to produce higher rating harvestors (temporary tuesday, and fusion gens way back). If you see a harvestor that has a higher rating than these, it is most likely actually a legit one.
3: It appears on the overhead map if it is listed on the world map. To be able to do so you need advertising III (3xxx) in the Merchant profession (prerequisite for merchant is business IV (xx4x) in the artisan tree)
4: No. If you learn a schematic you will keep it even if you drop the profession, but you won't be able to use it until you have the required skills again.
[Edit 2] Note: If it is working as intended it should be this way at least. I got an old dead eye prototype schematic in my datapad still, but I lack the skills to use it.
Note: If you on the other hand make a manufacturing schematic, anyone can use it in a factory.
5. No. Crafting for hand gives you 100% xp. Crafting in practice mode gives 105% xp. How much (or little) you do gain by crafting with factories I do not know, but it is such a low amount (perhaps 0% - 5%) it is not worth it for grinding. I also believe you would have to be close to the factory all the time to recieve the xp.
There you go
[EDIT] Beat you with about half a second agit
Message Edited by TheMalle on 10-17-2004 02:32 AM
Message Edited by TheMalle on 10-17-2004 02:33 AM