Ranger Archive
Thread: Creature Knowledge Skill Modifier and other info
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frightwig
Sun Jan 23, 2005 11:28 am
#1
I started taking notes on creature knowledge from several ranger/scout toons I had at different levels. A novice ranger on TC, other scouts/rangers I’ve created on other servers in the past, and my main master ranger that I play on Kauri.
It's kind of an interesting list.. especially noteworthy is the fact that although we get creature knowledge bonuses at novice ranger and 0010, it doesn't provide any benefit.
Also, I’ve included survival XP amounts for ranger craftables. This info is already on Swgcraft.com, but I thought I might as well put it here since I’ve never seen it in a central location or in the ranger/scout forums – not to mention, it gave me something to do while sitting around in my camp and doing the survival tree for the 5th or so time.
=====================
Creature Knowledge Modifier
LEVEL +Mod/Total (represents +Mod for that box/Total Creature Knowledge)
Creature Information gained
NO SCOUT 0/0
Armor rating
Vulnerabilities/resistances
Combat Difficulty (star /consider rating)
(Standard information available to all players when using /examine on a creature)
NOVICE +5/5
aggressive - yes/no
stalker - yes/no
HUNTING 1 +5/10
tamable: yes/no
HUNTING 2 +10/20
Hide Type
Meat Type
HUNTING 3 +10/30
Deathblows: yes/no
HUNTING 4 +10/40
Ferocity: (number level)
MASTER SCOUT +10/50
difficulty level: (number)
NOVICE RANGER +5/55
No new information gained
TRACKING 1 +5/60
No new information gained
TRACKING 2 +10/70
Special Attack 1 -- type
TRACKING 3 +10/80
Special Attack 2 -- type
TRACKING 4 +10/90
Base To-Hit: (number)
MASTER RANGER +10/100
Damage: (number)
Force Sensitive + MR +5/105
No new information gained
Interesting note: The +5 FS creature knowledge mod only seems to be useful to someone with no scout skills, or with only the novice box – which would give that player “aggressive/stalker” and “tamable” info respectively. Otherwise, +5 doesn’t seem to boost you to the next level of creature knowledge.
=====================
Creature Harvesting Modifier
Incremental bonuses to the harvesting mod as it increases to master ranger (150). This is not a percentile of what is harvested.
NOVICE +15
HUNTING 1 +5/20
HUNTING 2 +10/30
HUNTING 3 +5/35
HUNTING 4 +10/45
MASTER SCOUT +5/50
NOVICE RANGER +5/55
TRACKING 1 +5/60
TRACKING 2 +10/70
TRACKING 3 +10/80
TRACKING 4 +10/90
MASTER RANGER +60/150
Master ranger creature harvest skill was increased in Feb '05, from 100 to 150 skill, to balance new group harvest changes. The -40% penalty for creature harvesting while grouped was removed, and replaced with new rules for bonuses to harvesting while grouped.
Group Harvesting bonuses
+20% increase in creature harvesting while grouped.
+30% increase in creature harvesting while grouped with a Ranger.
+40% increase in creature harvesting while grouped with a Master Ranger.
NOTE: You must be within 64m of a group members to receive harvesting bonus.
==============
Area Track Abilities
/area track granted at novice ranger. Range is a fixed/max number of 500m and does not increase with skill.
Novice -- animals
0010 -- animals with compass direction
0020 -- animals & NPCs with compass direction
0030 -- animals & NPCs -- Compass direction and distance
0040 -- Animals, NPCs & Players -- Compass direction and distance
Master ranger - No additional benefits to the tracking skill
==============
Survival Crafting XP
Survival XP granted for crafting various camps & traps
====
TRAPS
Crafted/Practiced XP – Trap type
Resources required
12 xp per Lecaphine dart & wire mesh trap
3 hide, 3 bone
16 xp Glow Juice
2bone,4organic,2organic
16 xp Sharp Bone Spur
4 bone,4hide
30/31 xp Noise Maker
10 hide, 5 bone
30/31 xp Stink Bomb
10 bone, 5 meat
40/42 xp Glow Wire
7 bone, 10 hide, 3 organic
40/42 xp Phecnacine Dart
7 bone, 10 hide, 3 metal
70/73 xp Adhesive Mesh
15 bone, 7 metal, 13 polymer
70/73 xp Flash Bomb
20 bone, 15 metal
90/94 xp Sonic Pulse
15 bone, 15 units, 15 metal
====
CAMPS
Crafted/Practiced XP – Camp type
Resources required
30/31 xp per basic camp kit
10 hide 5 bone
56/58 xp multiperson camp kit
20 hide 8 bone
84/88 xp Improved Camp Kit
30 Hide, 12 Bone
100/105 xp High Quality Camp Kit
30 hide, 15 bone, 5 metal
170/178 xp Field Base Kit
40 Hide, 25 bone, 20 metal
230/241 xp HTFB Kit
50 hide, 35 bone, 30 metal
NOTE: Camps can be used one level below the box that grants the crafting schematic. Using a camp at a skill level 2 or more boxes below that results in the message, "You lack the skill to deploy this camp".
=====================
It's kind of an interesting list.. especially noteworthy is the fact that although we get creature knowledge bonuses at novice ranger and 0010, it doesn't provide any benefit.
Also, I’ve included survival XP amounts for ranger craftables. This info is already on Swgcraft.com, but I thought I might as well put it here since I’ve never seen it in a central location or in the ranger/scout forums – not to mention, it gave me something to do while sitting around in my camp and doing the survival tree for the 5th or so time.
=====================
Creature Knowledge Modifier
LEVEL +Mod/Total (represents +Mod for that box/Total Creature Knowledge)
Creature Information gained
NO SCOUT 0/0
Armor rating
Vulnerabilities/resistances
Combat Difficulty (star /consider rating)
(Standard information available to all players when using /examine on a creature)
NOVICE +5/5
aggressive - yes/no
stalker - yes/no
HUNTING 1 +5/10
tamable: yes/no
HUNTING 2 +10/20
Hide Type
Meat Type
HUNTING 3 +10/30
Deathblows: yes/no
HUNTING 4 +10/40
Ferocity: (number level)
MASTER SCOUT +10/50
difficulty level: (number)
NOVICE RANGER +5/55
No new information gained
TRACKING 1 +5/60
No new information gained
TRACKING 2 +10/70
Special Attack 1 -- type
TRACKING 3 +10/80
Special Attack 2 -- type
TRACKING 4 +10/90
Base To-Hit: (number)
MASTER RANGER +10/100
Damage: (number)
Force Sensitive + MR +5/105
No new information gained
Interesting note: The +5 FS creature knowledge mod only seems to be useful to someone with no scout skills, or with only the novice box – which would give that player “aggressive/stalker” and “tamable” info respectively. Otherwise, +5 doesn’t seem to boost you to the next level of creature knowledge.
=====================
Creature Harvesting Modifier
Incremental bonuses to the harvesting mod as it increases to master ranger (150). This is not a percentile of what is harvested.
NOVICE +15
HUNTING 1 +5/20
HUNTING 2 +10/30
HUNTING 3 +5/35
HUNTING 4 +10/45
MASTER SCOUT +5/50
NOVICE RANGER +5/55
TRACKING 1 +5/60
TRACKING 2 +10/70
TRACKING 3 +10/80
TRACKING 4 +10/90
MASTER RANGER +60/150
Master ranger creature harvest skill was increased in Feb '05, from 100 to 150 skill, to balance new group harvest changes. The -40% penalty for creature harvesting while grouped was removed, and replaced with new rules for bonuses to harvesting while grouped.
Group Harvesting bonuses
+20% increase in creature harvesting while grouped.
+30% increase in creature harvesting while grouped with a Ranger.
+40% increase in creature harvesting while grouped with a Master Ranger.
NOTE: You must be within 64m of a group members to receive harvesting bonus.
==============
Area Track Abilities
/area track granted at novice ranger. Range is a fixed/max number of 500m and does not increase with skill.
Novice -- animals
0010 -- animals with compass direction
0020 -- animals & NPCs with compass direction
0030 -- animals & NPCs -- Compass direction and distance
0040 -- Animals, NPCs & Players -- Compass direction and distance
Master ranger - No additional benefits to the tracking skill
==============
Survival Crafting XP
Survival XP granted for crafting various camps & traps
====
TRAPS
Crafted/Practiced XP – Trap type
Resources required
12 xp per Lecaphine dart & wire mesh trap
3 hide, 3 bone
16 xp Glow Juice
2bone,4organic,2organic
16 xp Sharp Bone Spur
4 bone,4hide
30/31 xp Noise Maker
10 hide, 5 bone
30/31 xp Stink Bomb
10 bone, 5 meat
40/42 xp Glow Wire
7 bone, 10 hide, 3 organic
40/42 xp Phecnacine Dart
7 bone, 10 hide, 3 metal
70/73 xp Adhesive Mesh
15 bone, 7 metal, 13 polymer
70/73 xp Flash Bomb
20 bone, 15 metal
90/94 xp Sonic Pulse
15 bone, 15 units, 15 metal
====
CAMPS
Crafted/Practiced XP – Camp type
Resources required
30/31 xp per basic camp kit
10 hide 5 bone
56/58 xp multiperson camp kit
20 hide 8 bone
84/88 xp Improved Camp Kit
30 Hide, 12 Bone
100/105 xp High Quality Camp Kit
30 hide, 15 bone, 5 metal
170/178 xp Field Base Kit
40 Hide, 25 bone, 20 metal
230/241 xp HTFB Kit
50 hide, 35 bone, 30 metal
NOTE: Camps can be used one level below the box that grants the crafting schematic. Using a camp at a skill level 2 or more boxes below that results in the message, "You lack the skill to deploy this camp".
=====================
Message Edited by frightwig on 03-08-2005 11:27 AM
Almagill
Sun Jan 23, 2005 11:46 am
#2
AWESOME list!
I'll work this into the FAQ (probably just as a link) but it really ought to be Stickied.
A Rangerly 5* for ya!
I'll work this into the FAQ (probably just as a link) but it really ought to be Stickied.
A Rangerly 5* for ya!
LegioEmperium
Sun Jan 23, 2005 12:34 pm
#4
Awesome thread! Always wanted to know about the Creature Knowledge modifier.
LowbaTherf
Sun Jan 23, 2005 2:52 pm
#5
This is great. Now the only thing I am curious about is details on exactly what each piece of creature knowledge means. Some like tamable are fairly self evident, but I am still a little sketchy on my interpretation of some of the informtion gained.
Calculus_Entropy
Sun Jan 23, 2005 3:04 pm
#6
This is a very much needed list for the FAQ! Way to go (and way to go Alma, for working on getting this in the FAQ).
Phenix1050
Sun Jan 23, 2005 3:18 pm
#7
great and much-needed information. I'm sure this information will be most usefull to any number of future ideas. Thanks a lot for taking the time to do all of this.
Owen-Lars
Sun Jan 23, 2005 5:26 pm
#9
Great stuff mate, layed out perfectly and gives all the information we need. Ill get it into central right away (well tommorow after iveslept)
JascoSmlee
Mon Jan 24, 2005 4:30 am
#11
Excellent list! Cleared up a few things for me there! Why can't we see bone type? ![]()
Can anyone tell me what Ferocity actually means?
Message Edited by JascoSmlee on 01-24-2005 11:30 AM
frightwig
Mon Jan 24, 2005 7:05 am
#12
Yeah, ferocity doesn't make much sense to me either. And I don't know how to figure Base-to-hit, except that it's probably related to your combat accuracy (v. the creatures BTH). Seems like the max on both are 30, at least as far as I've seen..
Canyon krayts and gorax have a ferocity of 20, but the acklay is 25 and an ancient krayt is 30.
Most creatures have a Base-to-hit # from 0-1.00, but the krayt I fought this weekend was a BTH of 30.
If these numbers were 0-100 or 0.0-1.00 they might be useful to us, but I'm not sure how these numbers really figure in to combat or anything else. 0-30 seems like an odd min-max range.
Some things which are left out of creature knowledge are Bone type, Milk type, "Social: yes/no", and "Ranged: yes/no". There are at least two empty spots in ranger boxes, so maybe we'll see them appear one day.
Canyon krayts and gorax have a ferocity of 20, but the acklay is 25 and an ancient krayt is 30.
Most creatures have a Base-to-hit # from 0-1.00, but the krayt I fought this weekend was a BTH of 30.
If these numbers were 0-100 or 0.0-1.00 they might be useful to us, but I'm not sure how these numbers really figure in to combat or anything else. 0-30 seems like an odd min-max range.
Some things which are left out of creature knowledge are Bone type, Milk type, "Social: yes/no", and "Ranged: yes/no". There are at least two empty spots in ranger boxes, so maybe we'll see them appear one day.
JascoSmlee
Mon Jan 24, 2005 7:13 am
#13
Hmm, now you've said this, maybe ferocity relates tomask scent/camo? I know I can't get near a Gorax without it breaking my camo.
frightwig wrote:
Canyon krayts and gorax have a ferocity of 20, but the acklay is 25 and an ancient krayt is 30.
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