Hey All.
Since all of my characters are slowly beginning to have some kind of glowy stick in their hands. I will have to drop all my fun templates.
Pets I have created can be found here: Clara's Bio Pets! (Special Crafted)
I thought I would share my BE research with you guys <3
From all the countless of hours I spent testing how BE crafting works, this is what I have gathered:
Health = Hardiness
(Hardiness * 18,06) Will give you an estimate of the Bio Pet Health, while you experiment.
Action = Dexterity
(Dexterity* 18,06) Will give you an estimate of the Bio Pet Action, while you experiment.
Mind = Intellect
(Intellect* 17,07) Will give you an estimate of the Bio Pet Mind, while you experiment.
Armor = Fortitude
(Fortitude) Above 500 will result in a Light Armor rating.
DPS = Power
((Power * 0,8) +5) Will give you an estimate of the Bio Pet DPS, while you experiment.
Speed = Courage
(2,5 - (Roundedup: Courage /1000) Will give you an estimate of the Bio Pet Speed, while you experiment.
To Hit = Cleverness
(0.17+(Roundedup: Cleverness /1500)) Will give you an estimate of the Bio Pet To Hit, while you experiment.
Special 1 = Aggression
Special 2 = Psychology
Example:
You have two DNA data. DNA with Stun in slot 1 and Blind in slot 2 and a DNA with Intimidate in slot 1 and Dizzy in slot 2.
If you wish to give your BE pet Blind and Intimidate.
You put the DNA data with Blind in slot 2 into Psychology (for Special 2 = Blind) and Data with Intimidate into Aggression (Special 1 = Intimidate).
Ranged = Mental + Very High Quality
Example:
If you wish to give your BE pet ranged attacks, get DNA data that has ranged, the sample DNA has to be: Very High Quality.
Place the Data into the Mental slot, that will make the ranged stick onto your new pet.
Armor = Fortitude over 500
Example:
Getting Fortitude over 500 will give the BE pet a Light armor rating.
Experiment on: Physique to reach the desired value.
Resist = Kinetic & Energy cap 60%
Resist = Blast, Heat, Cold, Electric, Acid, Stun cap 100%
Example:
I honestly can't recall how I did all my resistance work, but if you want a good overall resistance pet,
try avoid getting "Vulnerable" modifer in your data.
Mix the DNA types with Low resistance (Specials / Ranged) with High resistance DNA.
Ancker Special List: (Special slot 1 & 2)
There are tons of Special mobs in SWG, these are just what I found "best" and easiest to obtain quickly.
Arachne Warrior: 1. Blind - 2. Strong Poison
Arachne Webmast: 1. Stun - 2. Strong Poison
Mutant Rancor: 2. Dizzy
Malignant Squil: 1. Strong Disease - 2. Stun
Toxic Merek Battlelord: 1. Strong Poison - 2. Blind (Ranged)
Bark Mite Burrower Queen: 1. Stun - 2. Strong Disease (Ranged)
Gurreck: 2. Intimidate
Gnarled Rancor: 1. Knockdown
Blurrg: 1. Stun - 2. Blind (Ranged)
Wild Dune Boar: 1. Intimidate - 2. Stun
Hope some of these tips can aid new and vet Bio Pet lovers! Enjoy!
If you happen to come across a "Sith Temple" house, CONTACT ME! :-*
Ancker's Bio Pet Crafting Research Data (Guide)
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Thanks for posting this Anck, was getting VERY similar numbers with regards to health and hardiness etc. - I am still looking for the health from hardiness calculations (physique algorithms et al) as well as damage low/high, to-hit, armour etc. so I can see where weak parts are. Awesome read as always!
I have been pissing about with numbers to reflect that so calculations on this screenie are a little different (I have calculation bars all over this page!) but you get the gist of it. The main thing I want to demonstrate on this spreadsheet is the algorythms taking data from hardiness etc. to make up the total multiplied up to get the stat, i.e. health.
https://i.imgur.com/kGcDSuP.jpg
Where the large bold numbers are the most important parts of the algorythm for that particular section (the health calculation has the physique stat as 40% of the total physique stat, of which as you rightly say is multiplied by around 18 ish to get the health value). This same stat - physique - makes up 25% of the action value too. So the main important stat in the screenie is in large bold and the second highest (normally two stats) are in bold. Kimda hoping it will help me do combinations better leading to a more fine tuned HAM, speed, to-hit etc. (As you know the resists area little different )
This part can be bypassed as you did neatly to go straight from hardiness to health but you know me...I like to venture to unknown areas to get even more depth to the story. It gets me where I want to be at the moment while I work out the formula . I also need to check and make provisions for certain experimented values resetting when armour reached 500+ - I think those are resists as I recall. They can of course be re-experimented upon.
Thankyou so much for the tip on the rancors...makes a lot of sense.
I did also experiment with psychology to boost the response times to commands...it actually seems to manifest itself first in training commands.
I'm still very weak with working out commands themselves, but I did make a rancor yesterday from two 2nd gen DNA strands (each from a different beast) and three fresh DNA strands and got a rancor with a strong poison (made him reddish and called him SunburnedBob for some reason). He's young but may be good.
Hoping to experiment more with CL too soon, and wanted to let you know where I was on this
So glad we are both on the same path there calculation wise. We really are, as they say, 'adorkable' lol
Now I do have a question, the mental slots and such...presumably they are numbered one and two on the top slots, then three and four with five been alone at the bottom? I did not catch that yet in my research and means I have been lucky in getting strong poison etc. to stick. Let me know a little more on that please
The combo on my rancor are:
DNA from a BE graul made from 3x vesp scavengers, a gurnaset hatchling and a blood fanged gackle bat. (6 psyc / 4 prow experimented).
DNA from a BE made merek using a venom filled arachne and 4x horned voritors. (6 agg / 4 psyc experimented).
This was added to 2x mature hanandak DNA samples and a horned voritor DNA sample and put in the skin of a (reddish) rancor. Exp: 3 phys, psyc 5, prow 1 and mental 1. He learned quick. Made on the night of 16/8/16 Bligty time
First attempt at using 2nd gen DNA
I am defo gonna try the slots thing though!
Edit: I think SunburnedBob has a ranged attack...or was that the baby giant stintaril I named Prowler? I'll get back to you on that!
I have been pissing about with numbers to reflect that so calculations on this screenie are a little different (I have calculation bars all over this page!) but you get the gist of it. The main thing I want to demonstrate on this spreadsheet is the algorythms taking data from hardiness etc. to make up the total multiplied up to get the stat, i.e. health.
https://i.imgur.com/kGcDSuP.jpg
Where the large bold numbers are the most important parts of the algorythm for that particular section (the health calculation has the physique stat as 40% of the total physique stat, of which as you rightly say is multiplied by around 18 ish to get the health value). This same stat - physique - makes up 25% of the action value too. So the main important stat in the screenie is in large bold and the second highest (normally two stats) are in bold. Kimda hoping it will help me do combinations better leading to a more fine tuned HAM, speed, to-hit etc. (As you know the resists area little different )
This part can be bypassed as you did neatly to go straight from hardiness to health but you know me...I like to venture to unknown areas to get even more depth to the story. It gets me where I want to be at the moment while I work out the formula . I also need to check and make provisions for certain experimented values resetting when armour reached 500+ - I think those are resists as I recall. They can of course be re-experimented upon.
Thankyou so much for the tip on the rancors...makes a lot of sense.
I did also experiment with psychology to boost the response times to commands...it actually seems to manifest itself first in training commands.
I'm still very weak with working out commands themselves, but I did make a rancor yesterday from two 2nd gen DNA strands (each from a different beast) and three fresh DNA strands and got a rancor with a strong poison (made him reddish and called him SunburnedBob for some reason). He's young but may be good.
Hoping to experiment more with CL too soon, and wanted to let you know where I was on this
So glad we are both on the same path there calculation wise. We really are, as they say, 'adorkable' lol
Now I do have a question, the mental slots and such...presumably they are numbered one and two on the top slots, then three and four with five been alone at the bottom? I did not catch that yet in my research and means I have been lucky in getting strong poison etc. to stick. Let me know a little more on that please
The combo on my rancor are:
DNA from a BE graul made from 3x vesp scavengers, a gurnaset hatchling and a blood fanged gackle bat. (6 psyc / 4 prow experimented).
DNA from a BE made merek using a venom filled arachne and 4x horned voritors. (6 agg / 4 psyc experimented).
This was added to 2x mature hanandak DNA samples and a horned voritor DNA sample and put in the skin of a (reddish) rancor. Exp: 3 phys, psyc 5, prow 1 and mental 1. He learned quick. Made on the night of 16/8/16 Bligty time
First attempt at using 2nd gen DNA
I am defo gonna try the slots thing though!
Edit: I think SunburnedBob has a ranged attack...or was that the baby giant stintaril I named Prowler? I'll get back to you on that!
Last edited by StepoKedur on Wed Aug 17, 2016 7:54 pm, edited 5 times in total.
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Steppo Kedur, Guild leader RoE
Steppppo Kedur, Mayor of Con Diarmid
Guild : [RoE] Rogues of the Empire
Chimaera:
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http://www.about.me/stepokedur
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Folks must hate our walls of text! Lol.
Stepo Kedur, Padawanesque
Steppo Kedur, Guild leader RoE
Steppppo Kedur, Mayor of Con Diarmid
Guild : [RoE] Rogues of the Empire
Chimaera:
Stepo Kedur (jedi, M Smug/TKM)
Stepp (M Smug/M TKA)
Steave (Ent&art)
http://www.about.me/stepokedur
Steppo Kedur, Guild leader RoE
Steppppo Kedur, Mayor of Con Diarmid
Guild : [RoE] Rogues of the Empire
Chimaera:
Stepo Kedur (jedi, M Smug/TKM)
Stepp (M Smug/M TKA)
Steave (Ent&art)
http://www.about.me/stepokedur
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I'm new to BE and the wall of post is greatly appreciated. I've learned more in reading this one thread than I have in reading walls and walls of other forums. My only question is how do you know what level you're going to get? Is that in the experimentation or a number in the dna disk? It's always seemed random to me, but there has to be something I'm missing.
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Glad you can use it Morrowen!
It has honestly been a long time since I've experimented with Bio Engineering.
Maybe someone with newer experience can anwser more specific.
However, from what I recall its just knowing the sweet spot.
If you experiement to high the level will increase further.
Power and Aggression is what really increases the Level a ton.
If you want a nonCH pet then atleast not experiment too high.
From my experience, its all about trial and error.
It has honestly been a long time since I've experimented with Bio Engineering.
Maybe someone with newer experience can anwser more specific.
However, from what I recall its just knowing the sweet spot.
If you experiement to high the level will increase further.
Power and Aggression is what really increases the Level a ton.
If you want a nonCH pet then atleast not experiment too high.
From my experience, its all about trial and error.
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I thought I had a response but decided I needed to test my theory a bit more.
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