Home
Current Membership
Pictures and Writings
News and Information
Guild Hall
SWG
Beastiary
Profession
Guides
Useful
Macros
Resources
Tuoc's Favorites
|
Making
a BE Pet
Please
check out
http://www.swgbe.mmospy.com/ for some great
information on Bio-enginers
BE pets are a
balancing act with 5 DNA samples and up to 10 experimentation points.
You begin with 5 DNA samples, which must be placed across 5
characteristics, physique, prowess, mental, psychology and aggression,
to create a
Template.
Once the
Template
has been made you may spend your experimentation points as you wish on
these 5 characteristics up to their maximums. In this document any
predictions for values will be for the maximums. The initials values
generally fall into the 60-80% of maximum range. It is not clear to me
why they are some times closer to 60% and some times all in the 80-85%
range. Once you have spent all of your experimentation points you get
the final
Template.
Pick a "skin" and add into it the final
Template
plus meat and flora food to create a creature. It sounds fairly easy but
none of the DNA samples contribute to just one thing and so it generally
ends up a balancing action to get the creature you want. These 5 DNA
samples will control HAM (Health/Action/Mind), armor, resists, damage,
attack speed, chance to hit, ranged attack, 2 different special attacks
and the creature level. The skin you pick will determine the creatures
run speed, minimum creature level and whether its "agro" (i.e. could it
ever be a non-CH pet and does it deathblow).
DNA
Sampling
The profession
does not come with a built in macro for doing DNA sampling. Bring up the
macro page and add a new macro with /sampledna. There are two kinds if
creatures you need to worry about agro and not. Creatures that are not
agro can be approached without the scent mask skill (Scout exploration
line). I'd still suggest having it up as approaching my still alarm them
and cause the sample to be more difficult. Please note that ALL
creatures can agro you while your sampling. Your first clue off this
will be the creature hitting you. Its good to be aware of which
creatures are social as nearby creatures of that type will also attack
you if you attack back. It is important to know which deathblow as you
do not want to risk being incapacitated by them. Make sure you burst run
from any creature that DB's and that you have scouted an escape route.
I'd suggest a route that leads right into a group of non-aggros. Agro
creatures must be approached with the scent mask ability up. As the CL
of the creature your approaching increases the more caution you need to
take in the approach. The first thing to remember is that walking is
better than running and crawling is better than walking for the
approach. While sampling you are better off kneeling than standing.
Really dangerous creatures should be approached from behind while
wearing a suit of scent neutralizes clothing. (Please remember than +25
is supposed to be the max bonus you should be getting out of these
clothes) I'd also suggest have a macro ready (that does /stand; /pause
1; /burstrun) in case your aggrod. Steep hills and other terrain can
also help you get away without needing to waste your burst run. Some
people also have luck approaching the creature by vehicle with scent
masked. Then hitting a macro (It needs the full vehicle name, e.g.
/mount speederbike to get away. If you're a ranger the camo kits can
also be very useful. Alternately you can see if any of the MBE's on your
server have a vendor where they sell DNA they have collected. However
you're going to work make sure you have LOTS of inventory space. Make
sure your wearing a backpack and get 3 droids with inventory space.
(Preferably 10 spaces per droid). In total this should give you 140
inventory slots. You will find you'll need it because DNA does not stack
and you need a lot of it. I'd also suggest bringing a cheap shield
generator and muon gold as both can help make this easier.
Experimental Increases
There are 5
places to experiment. Physique controls fortitude and hardiness. Prowess
controls endurance and dexterity. Mental controls intellect and
cleverness. Psychology controls dependability and courage. Aggression
controls fierceness and power. When you experiment on one of the slots
the related attributes will increase. Please note that when you
critically fail experimentation it is common to see one of the related
attributes to go up, one to go down and one unrelated attribute will
also go down. If you have already maxed out the slot related to this
third attribute, you will not be given the option to experiment it back
up. BE experimental failure seem to be as high as 20% with good crafting
tools and good private crafting stations, so be careful. Please note
that it is normal for 1 of the 2 attributes to max out during
experimentation long before the other one. For instance I frequently see
fortitude max out long before hardiness. The following system works
fairly well to determine the expected increase for a success on
experimentation on all of the slots except psychology. (It usually works
for 1st generation psychology, but not always then)
For a physique experimentation point:-
Hardiness increase = [ F / ( F + H )] x 140
Fortitude increase = [ H / ( F + H )] x 140
HAM
Each of the HAM
attributes (Health/Action/Mind) is affected by the inputted DNA samples.
However the only way to affect Health positively in experimentation is
to experiment on physique. The only way to effect Action positively is
to experiment on prowess. The only way to affect Mind positively is to
experiment on mental. The following show how the DNA slots affect the
initial/final outcome.
Health is determined by hardiness. Hardiness is determined by the
physique algorithm, physique 40%, prowess 25%, mental 5%, psychology 5%
and aggression 25%. 500 will give you about 9000 health. (Final combine
randomizes this a bit)
Action is determined by dexterity. Dexterity is determined by the
prowess algorithm, physique 25%, prowess 42%, mental 17%, psychology
8.5% and aggression 7.5%. 500 will give you about 9000 action. (Final
combine randomizes this a bit)
Mind is determined by intellect. Intellect is determined by the mental
algorithm, physique 5%, prowess 10%, mental 50%, psychology 30% and
aggression 5%. 500 will give you about 9000 mind. (Final combine
randomizes this a bit)
As you can see each of these stats is effect to varying degrees by all 5
DNA samples entered into the samples. Of the three stats Health is
usually considered the most important for a pet, action the second most.
Armor
and Resists
Armor is
determined by fortitude. If the fortitude is over 500 you get armor,
under and you don't. Fortitude is determined as follows physique 40%,
prowess 25%, mental 5%, psychology 5% and aggression 25%. To experiment
fortitude up you put experiment points in physique. Please note that it
is common for fortitude to max out before hardiness. Once fortitude
stops moving upward on a successful experiment of physique then
fortitude is maxed out.
Resists are a little more complicated. Resist are a little more
complicated. To start with there are 8 resists, kinetic, energy, blast,
heat, cold, electric, acid and stun. Each of these resists can come in 3
flavors effective, special and vulnerable. Vulnerable will show up as
such on both the creature and the DNA samples. Effective and special
resist can only be determined by examination by someone with sufficient
creature-knowledge (scout and ranger ability). The stats for wild
creatures can also be found on web sites such as http://www.swgcreatures.com.
The SWG official explanation for armor and resist can be found at
http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Armor%20Fundamentals.
Basically effective and special resist damage in exactly the same way.
They do not however work the same way with respect to the BE cloning
process. Vulnerable acts as a -99 special resist. Resistance is
determined by the standard physique determination algorithm, physique
40%, prowess 25%, mental 5%, psychology 5% and aggression 25%. However
specials resists always override effective resist making the effective
resist act as a 0 for the calculation. If the final resist is negative
then the resist will be marked as vulnerable. Please note that effective
resist will come through with part of its value. It will then require
physique experimentation to bring it up to its full value. It cannot be
brought over its final value by experimentation. It will also go back to
0, when fortitude goes over 500 and armor is achieved. Further
experimentation will cause it to go up again. Additionally effective
resists may be brought over their determined figure by a great result on
the final combine. Special resists will always be at their determined
amount and are unaffected by experimentation. Please note that kinetic
and energy have a BE ceiling of 60 and the rest seem to have a ceiling
of 100.
Examples of the resist calculation
physique/prowess/mental/psychological/aggression = resist
15E + 15E + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 +
15*0.25 = 15E
15S + 15S + 15S + 15S + 15S = 15*0.4 + 15*0.25 + 15*0.05 + 15*0.05 +
15*0.25 = 15S
15S + 15S + 15E + 15E + 15E = 15*0.4 + 15*0.25 + 0 + 0 + 0 = 9.75 = 9S
15E + 15E + VLN + 15E + 15E = 0 + 0 + -99*0.05 + 0 + 0 = -4.95 =
Vulnerable
15S + 15S + VLN + 15S + 15S = 15*0.4 + 15*0.25 + -99*0.05 + 15*0.05 +
15*0.25 = 9S
The system will
not currently track effective vs. special resist for you so you will
need to track it yourself. This means that it will not show up in the
DNA sample. If you lack the Scout abilities to determine this then your
best bet is to go to http://www.swgcreatures.com.
Damage,
Attack Speed and To Hit
Damage is
determined by power. Power uses the aggression algorithm, physique 17%,
prowess 16%, mental 8.5%, psychology 16.5% and aggression 42%. You can
multiply the power by 0.8 and round up to the next multiple of 10 to get
a rough estimate of the lower damage limit. The upper damage limit is
usually 10 points higher than the lower damage limit. (I have had both
55-65 damage and 70-75 damage, so these are just guide lines)
Attack speed is determined by courage. Courage uses the psychology
algorithm, physique 9%, prowess 5%, mental 26%, psychology 43% and
aggression 17%. The speed is usually close to 2.5 - (courage rounded up
to the next 10)/1000.
ToHit is determined by cleverness. Cleverness uses the mental algorithm,
physique 5%, prowess 10%, mental 50%, psychology 30% and aggression 5%.
The ToHit is usually close to 0.19 + cleverness/1500.
Ranged
Attack, Special1 and Special2
The mental DNA
inserted determines ranged attack for me with a high degree of
certainty. However several people have managed the same affect using the
psychology slot. The DNA sample is question needs to have the ranged
ability. The chance of transference then seems to be based on the
quality of the DNA sample. I have reliably gotten ranged attack to come
through when the only ranged DNA sample was in the mental slot and was
of very high quality.
The general belief is that by preference special 1 comes from aggression
and special 2 from psychology. Please note that they do not have to come
from the same DNA slots. Multiple copies of an attack seem to cause a
preference for that attack. Slots lacking specials seem to shift the
specials off to other slots but do not make it definite that an attack
will come through. Invalid specials (Area-Of-Effect such as plague
strike, poison spray, open wounds) seem to express themselves as empty
specials. By this I mean that if an invalid specials is picked for the
special attack slot will come through as missing a special for that
slot. This can mean you are likely to get no special for 1 or 2, as
appropriate.
Creature Level
The short version
is we don't really understand the algorithm that is used. The hope would
be that CL would take all of the above into effect. Practically however
it seems to mostly depend on damage, resists and the CL of the donors.
In addition the CL determining algorithm is supposed to change soon.
This makes most of our current guesses fairly pointless. Please note
however there are a few important levels from a sales perspective. CL10
is the non-CH level. CL12 is the novice CH level. CL23/24 is the
"triplets" level for an MCH. (23 + 23 + 24 = 70). CL35 is the "twins"
level for an MCH. (35 + 35 = 70). CL 60-70 is the single large, hay look
what I've got level. You also need to watch out for agro
Templates
when combined with CL 60+ creatures. To control these you need some form
of aggressive bonus. The two standard places to get these bonuses are
the Wookie racial bonus and taming bonuses from clothing. (The second
comes from our tissue line)
Template Level
Templates
have the same quality characteristics that DNA samples have. (Poor,
below average, average, above average, high and very high) We assign
numbers to them Poor = 0, below average = 1, average = 2, above average
= 3, high = 4, and very high = 5. A DNA
Template
will have a quality, which is the average of its 5 samples rounded down.
This means that it takes 5 very high quality samples to make a very high
quality
Template.
It also mean a 1 above average, 3 high and 1 very high quality samples
will make a high quality
Template.
There seems to be some advantage to using higher quality
Templates
when doing the final combine. It also seems to affect the type of DNA
gotten for nth generation DNA samples.
Skins
Skins determine
movement speed, aggression level and minimum CL for a creature. They are
applied as the last part of the combine. Aggression level and minimum CL
determines who can tame/use the pet. Non-CH must by 10 or under and not
aggressive. Low-level CH's also tend to be unable to handle aggressive
pets.
Aggressive pets
include
Angler,
Boar Wolf,
Bocatt,
Choku,
Huurton,
Kusak,
Langlatch,
Shear Mite, Bordock,
Dune Lizard,
Narglatch, Woolamander, Kliknik, Vesp, Graul, Rancor and Kimogila.
CL 2 minimum
Pets include Angler,
Bearded Jax,
Boar Wolf,
Bocatt,
Choku,
Durni,
Eopie,
Gnort,
Hermit Spider, Huurton,
Kima,
Krahbu,
Kusak,
Langlatch,
Mott,
Roba,
Shear Mite, Slice Hound, Squall,
Swirl Prong,
and
Vir Vur.
CL 5 minimum
Pets include
Bageraset,
Bantha,
Blurrg, Bol, Bolle Bol, Bolma, Bordok, Brackaset,
Carrion Spat,
Cu Pa,
Dalyrake,
Dewback,
Dune Lizard,
Falumpaset,
Gualama,
Guf Drolg,
Gurnaset,
Gurrcat,
Gurreck,
Ikopi,
Kaadu,
Kahmurra,
Kwi,
Mawgax, Narglatch,
Pugoriss,
Verne,
and
Zucca Boar.
CL 10 minimum
Pets include Huf Dun, Piket, Razor Cat, Veermok, and Woolamander.
CL 15 minimum
Pets include Gronda, Kliknik, Ronto, Snorbal, Thune, Tyblis and
Vesp.
CL 20 minimum
Pets include Malkloc and Torton.
CL 25 minimum
Pets include Graul, Merek and Sharnaff.
CL 30 minimum
Pet is the Fambaa.
CL 35 minimum
Pet is the Rancor.
CL 40 minimum
Pet is the Kimogila.
Currently the colors on some pets do not seem to stick once tamed.
Kimogilas, Rancors and Jaxs are believed to have this problem. Razor
Cat, Angler, and Kwi have all been confirmed to not have this problem.
The problem will only manifest itself when the pet is tamed. As a statue
the pet will show its color. On all pets the color seems to be absent in
the datapad. In addition the examine function from the scout line seems
to produce odd results.
Skin also seems to effect whether the ranged attack from the
Template
can actually be used. Apparently only skins, which have wild creature
with ranged attack, can actually use ranged attack. Skins where the
creature the skin is named for have ranged attack are, angler, bagaraset,
blurrg,
Bocatt,
cu pa,
Dune Lizard,
kliknik, shear mite,
Squall
and
Vesp.
Skins which have ranged version but it is not the names creature are
hermit spider (hermit spider queen), bolle bol (bolle bol colt),
dalyrake (dalyrake matriarch) kwi (rhoa kwi guardian), merek (toxic
merek battlelord) and kimogila (giant dune kimogila).
Tissues
Light Additives
Carboreductive Catalyst
Hyper Yeast Addtive
Micronutrient supplement
Mutilsaccharide Dimate
Medium Additives
Broad-spectrum Nutrients
Caloric Conversion Supplement
Hyper Yeast Concentrate
Multisaccharide Tetramate
Heavy Additives
Cabocaloric Eliminator
Edible Nano Constructors
Intelligent Nanonutrients
Multisaccharide Pentamate
Tailor
Active Biosensors
Active Tranquilizers
Coagulant Agents
Confidence Cloth
Constrictor Cloth
Enhanced Myoflex Treatment
Fear Release
Mimetic Circuitry
Myoflex Cloth Treatment
Passive Biosensors
Passive Tranquilizers
Scent Camouflage
Scent Neutralization
Tensile Resistance
Toughened Fibers
Visual Camouflage
Bio-Engineers make tissues that
have varying skill modifiers. Tailors weave these tissues into clothes
to make bio-enhanced clothing. Tissues are supposed to stack, so you can
put several tissues onto a piece of clothing to create an item with
multiple skill modifiers. Note the following:
There's a 25% cap on each skill
modifier, no matter how many tissues you stack. It may show you skill
has increased 40 or 2,000,000 points, but experiments have shown that it
is actually only 25.
Each piece of clothing can have a maximum of 6 skill modifiers.
|