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  • BE Guide
    By: Dok-tar, Posted at: Tue, Jan 13th 7:19 PM 2004, Last Edited: Fri, Feb 4th 10:19 AM 2005
    Rated 4.89 by 37 people

    Advanced Cloning Techniques

    Jexx provided a very good beginner guide to clones. Much, however, has changed since then and is still changing. I have tried to list out the rules but these are not hard and fast. In fact a lot of the cloning process is very inter-related the rules may be broken if 4/5 of the DNA is one way. I did not go into which DNA should go in which slots � people want so many different things that would take forever � suffice to say that if there are some charactorics you want, get your samples from creatures that have those charactorics. The vast majority of these conclusions were not mine however they appear correct � most are from Sumo and Tal-N. This is not the starter kit, this is for a BE that is fairly well along and understands SWG. If anyone wants to grab some of this and use it for their own guide, one written more concisely, please feel free to. I complied this list while trying to make sense/compile of it myself and I hope it helps others as well:

    A) Physical Condition
    1. Hardiness - Directly relates to the health bar.
    2. Fortitude - if this is >500 you get armor. Possible connection with resists, health bar (secondaries?)
    B) Prowess
    3. Dexterity � Directly relates to the action bar, possibly with resists
    4. Endurance - related to resists and action bar (secondaries?)
    C) Mental
    5. Intellect � Directly relates to mind bar, specials
    6. Cleverness � related to the to-hit ability (>500=to-hit>.55) and mind bar (secondaries?)
    D) Psychological
    7. Dependability -
    8. Courage - related to attack speed (>500= speed<2.0) and possibly CL
    E) Aggression � if this flag is flipped and the creature is aggressive then it cannot be a non-ch pet as they cannot tame aggressive creatures.
    9. Fierceness
    10. Power � related to damage

    Resistances seem to be 40/25/5/5/25 for each slot. I.e. the first slot of DNA contributes 40% to the resistances. The caveat is that vulnerabilities can bleed through from any slot but can also be overrun. 60% is the cap for Kin resistance, 100% for the rest.

    The other pieces of DNA obviously all fit together as well it seems that:
    Phys=40/25/5/5/25
    Prow=25/42/17/8.5/7.5
    Pscy=9/5/26/43/17
    Aggr=17/16/8.5/16.5/42


    Ranged attack is given if it exists on the Mental DNA AOE specials will not come through unless used on an appropriate skin. The last 3 slots weigh much more heavily on which specials appear, especially the 5th slot, aggression and especially if the DNA has armor when you�re done.

    When you experiment on a slot the message is the average of what the two stats do, there is a check against each one. In other words one can go up and the other down and you will be told it was a good success.

    The skin might matter. The faster the base creature/skin, the higher the CL so cats might get higher CLs just for the skin. Mountable creatures seem to get an automatic reduction, perhaps to encourage non-chs to use them.

    Ham translation from DNA:
    150-------> 2300-2400
    190-------->2900-3000
    200-------->3200
    250------->4300
    360------->6500
    400------->7100
    For power it is different:
    1-------->30-40 damage
    30-------> 35-45
    130------>120-130
    150------>130-140
    170------>140-150
    197----->160-170
    300----->250-260
    390------>320-330

    CHALLENEGE LEVEL 2 (absolute minimum)
    Angler - aggressive
    Bearded Jax
    Boar Wolf - aggressive
    Bocatt - aggressive
    Choku - aggressive
    Durni
    Eopie
    Gnort
    Hermit Spider
    Huurton - aggressive
    Kima
    Krahbu
    Kusak - aggressive
    Langlatch - aggressive
    Mott
    Roba
    Shear Mite - aggressive
    Slice Hound
    Squall
    Swirl Prong
    Vir Vur
    CHALLENGE LEVEL 5
    Bageraset
    Bantha
    Blurgg
    Bol
    Bolle Bol
    Bolma
    Bordok - aggressive (mad cow!)
    Brackaset
    Carrion Spat
    Cu Pa
    Dalyrake
    Dewback
    Dune Lizard - aggressive
    Falumpaset
    Gualama
    Guf Drolg
    Gurnaset
    Gurrcat
    Gurreck
    Ikopi
    Kaadu
    Kahmurra
    Kwi
    Mawgax
    Narglatch - aggressive
    Pugoriss
    Verne
    Zucca Boar
    CHALLENGE LEVEL 10
    Huf Dun
    Razor Cat
    Veermok
    Woolamander - aggressive
    CHALLENGE LEVEL 15
    Gronda
    Kliknik - aggressive
    Ronto
    Snorbal
    Thune
    Tybis
    Vesp - aggressive
    CHALLENGE LEVEL 20
    Malkloc
    Torton
    CHALLENGE LEVEL 25
    Graul - aggressive
    Merek (odd but true)
    Piket
    Sharnaff
    CHALLENGE LEVEL 30
    Fambaa
    CHALLENGE LEVEL 35
    Rancor - aggressive
    CHALLENGE LEVEL 40
    Kimogila - aggressive


    Dok-tar
    MBE
    Kauri

    SWG: Profession: BE Guide, by Dok-tar
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
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    4 threads, 1 page(s) long 
       bio-eng marco Reply...
      Posted @ Fri, Apr 2nd 8:25 AM 2004
      By: Olyror
      2 posts
      Score: Default [2.00]

      heya i play the farside server and i got bio-eng for a holo, please can anyone tell me a marco so i can get master and drop it                                                                

       
      0 Replies
       Should I Drop BE Reply...
      Posted @ Thu, Feb 12th 6:21 PM 2004
      By: Kerrilon
      1 posts
      Score: Decent [3.00]

      I am a Master BE on the Bloodfin server and am having a hard time creating a decent no-CH pet.  Is the system bugged or can we only make crappy non-CH pets?

      Thanks,

      Kerrilon                                      

       
      1 Reply
         RE: Should I Drop BE Reply...
        Posted @ Tue, Feb 24th 7:07 AM 2004
        By: PlainWhiteSocks
        1 posts
        Score: Decent [3.00]

        Maybe a bit late if you've dropped BE, but the following recipe has been good for me so far.

        Slot 1 (Physical)
        Voritor Dasher
        Slot 2 (Prowess)
        Voritor Dasher
        Slot 3 (Mental)
        Nightspider
        Slot 4 (Psychological)
        Nightspider
        Slot 5 (Aggression )
        Nightspider


        Experiment the Physical to around 19% and then the Prowess to around 27%.

        At it's best this recipe produces a level 10 pet with 5k Health, 3k Action, 2k Mind, two special attacks (mild poison as one), and ranged attack.

        the attack and damage stats are going to be about as good as any other level 10 critter.

        Hope this helps.

        Corbis
        MBE
        Kauri

         
        0 Replies
       Missing Info Reply...
      Posted @ Wed, Feb 4th 12:18 PM 2004
      By: Ibni
      3 posts
      Score: Decent [3.00]

      Overall this has been an excellent article.  It seems however that you missed out a line for the percentage distribytion for the mental slot or is there none? For example you have:
      Phys=40/25/5/5/25
      Prow=25/42/17/8.5/7.5
      Pscy=9/5/26/43/17
      Aggr=17/16/8.5/16.5/42

      What about Ment= ??

      Thanks            

       
      ----------------------------
      It is better to die on your feet than live on your knees!
      0 Replies
       Thank You Reply...
      Posted @ Wed, Jan 14th 3:50 PM 2004
      By: Teopani
      Scholar
      59 posts
      Score: Decent [3.07]

      thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you.

      ~Teopani, Novice BE
                                                         

       
      ----------------------------
      ~Teo~

      Level 0 Human Consumer
      1 Reply
         RE: Thank You Reply...
        Posted @ Tue, Jan 20th 11:34 AM 2004
        By: Kraclin
        54 posts
        Score: Decent [2.80]

        I guess you were one of the ones who clicked yes - glad it helped and welcome.                                                                

         
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