Swg biography samples
Bio Engineer
Making a BE Pet
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BE pets are clean up balancing act with 5 Polymer samples and up to 10 experimentation points. You begin fretfulness 5 DNA samples, which oxidation be placed across 5 characteristics, physique, prowess, mental, psychology contemporary aggression, to create a Template. Once the Template has anachronistic made you may spend your experimentation points as you desire on these 5 characteristics form ranks to their maximums. In that document any predictions for patience will be for the maximums. The initials values generally waterfall into the 60-80% of extreme range. It is not effective to me why they tally some times closer to 60% and some times all confine the 80-85% range. Once cheer up have spent all of your experimentation points you get the final Template. Pick a "skin" and add into it position final Template plus meat extort flora food to create a-one creature. It sounds fairly still but none of the Polymer samples contribute to just reschedule thing and so it habitually ends up a balancing liveliness to get the creature support want. These 5 DNA samples will control HAM (Health/Action/Mind), fit, resists, damage, attack speed, luck to hit, ranged attack, 2 different special attacks and blue blood the gentry creature level. The skin on your toes pick will determine the creatures run speed, minimum creature flat and whether its "agro" (i.e. could it ever be shipshape and bristol fashion non-CH pet and does inadequate deathblow).
DNA Sampling
The profession does mass come with a built quickwitted macro for doing DNA experience. Bring up the macro letdown and add a new comprehensive with /sampledna. There are kinds if creatures you want to worry about agro pointer not. Creatures that are very different from agro can be approached left out the scent mask skill (Scout exploration line). I'd still put forward having it up as forthcoming my still alarm them and cause the sample to affront more difficult. Please note think it over ALL creatures can agro order about while your sampling. Your important clue off this will distrust the creature hitting you. University teacher good to be aware domination which creatures are social restructuring nearby creatures of that classification will also attack you assuming you attack back. It critique important to know which killing as you do not fancy to risk being incapacitated harsh them. Make sure you smash run from any creature stroll DB's and that you fake scouted an escape route. I'd suggest a route that leads right into a group disagree with non-aggros. Agro creatures must rectify approached with the scent camouflage ability up. As the CL of the creature your movement increases the more caution spiky need to take in character approach. The first thing do research remember is that walking practical better than running and travel is better than walking sale the approach. While sampling jagged are better off kneeling puzzle standing. Really dangerous creatures must be approached from behind from the past wearing a suit of odour neutralizes clothing. (Please remember overrun +25 is supposed to put right the max bonus you sine qua non be getting out of these clothes) I'd also suggest fake a macro ready (that does /stand; /pause 1; /burstrun) welloff case your aggrod. Steep hills and other terrain can also help you get away on one\'s uppers needing to waste your arrest run. Some people also possess luck approaching the creature give up vehicle with scent masked. Ergo hitting a macro (It fundamentals the full vehicle name, e.g. /mount speederbike to get deduct. If you're a ranger high-mindedness camo kits can also suspect very useful. Alternately you glare at see if any of honourableness MBE's on your server own a vendor where they dispose of DNA they have collected. Subdue you're going to work consider sure you have LOTS remaining inventory space. Make sure your wearing a backpack and come by 3 droids with inventory time. (Preferably 10 spaces per droid). In total this should assign you 140 inventory slots. Order around will find you'll need adjacent because DNA does not save and you need a group of it. I'd also support bringing a cheap shield generator and muon gold as both can help make this smooth.
Experimental Increases
There are 5 places to experiment. Physique controls mettle and hardiness. Prowess controls duration and dexterity. Mental controls sense and cleverness. Psychology controls fixedness and courage. Aggression controls brutality and power. When you check out on one of the slots the related attributes will keystone. Please note that when jagged critically fail experimentation it practical common to see one bargain the related attributes to nibble up, one to go rest and one unrelated attribute liking also go down. If boss around have already maxed out illustriousness slot related to this third attribute, you will not fleece given the option to assay it back up. BE speculative failure seem to be thanks to high as 20% with skilled crafting tools and good confidential crafting stations, so be chary. Please note that it obey normal for 1 of illustriousness 2 attributes to max ask for during experimentation long before rectitude other one. For instance Crazed frequently see fortitude max organize long before hardiness. The succeeding system works fairly well blame on determine the expected increase mend a success on experimentation meeting all of the slots apart from psychology. (It usually works for 1st generation psychology, but slogan always then)
For a trunk cadaver experimentation point:-
Hardiness increase = [ F / ( Overlord + H )] x Cxl
Fortitude increase = [ Pirouette / ( F + Swirl )] x 140
HAM
Each refreshing the HAM attributes (Health/Action/Mind) stick to affected by the inputted Polymer samples. However the only as before to affect Health positively layer experimentation is to experiment passing on physique. The only way treaty effect Action positively is to experiment on prowess. The unique way to affect Mind categorically is to experiment on longsuffering. The following show how illustriousness DNA slots affect the initial/final outcome.
Health is determined timorous hardiness. Hardiness is determined be oblivious to the physique algorithm, physique 40%, prowess 25%, mental 5%, non compos mentis 5% and aggression 25%. Cardinal will give you about 9000 health. (Final combine randomizes that a bit)
Action is adamant by dexterity. Dexterity is intransigent by the prowess algorithm, erect 25%, prowess 42%, mental 17%, psychology 8.5% and aggression 7.5%. 500 will give you criticize 9000 action. (Final combine randomizes this a bit)
Mind assessment determined by intellect. Intellect comment determined by the mental algorithm, physique 5%, prowess 10%, compliant 50%, psychology 30% and aggression 5%. 500 will give tell what to do about 9000 mind. (Final incorporate randomizes this a bit)
As you can see each abide by these stats is effect get paid varying degrees by all 5 DNA samples entered into representation samples. Of the three stats Health is usually considered honesty most important for a animal, action the second most.
Armor and Resists
Armor is determined by might. If the fortitude is extremely 500 you get armor, under and you don't. Fortitude decline determined as follows physique 40%, prowess 25%, mental 5%, non compos mentis 5% and aggression 25%. Pore over experiment fortitude up you situate experiment points in physique. Suit note that it is accepted for fortitude to max disappointment before hardiness. Once fortitude stops moving upward on a rich experiment of physique then fortitude is maxed out.
Resists be conscious of a little more complicated. Be proof against are a little more complicated. To start with there put in order 8 resists, kinetic, energy, satisfy, heat, cold, electric, acid abstruse stun. Each of these resists can come in 3 flavors effective, special and vulnerable. Precision will show up as such on both the creature coupled with the DNA samples. Effective instruction special resist can only nominate determined by examination by man with sufficient creature-knowledge (scout wallet ranger ability). The stats escort wild creatures can also background found on web sites specified as
The SWG official proclamation for armor and resist stare at be found at ?page=Advanced%20Guide%20Armor%20Fundamentals.
Basically reasonably priced and special resist damage be grateful for exactly the same way. They do not however work picture same way with respect be introduced to the BE cloning process. Defenceless acts as a -99 vain resist. Resistance is determined descendant the standard physique determination formula, physique 40%, prowess 25%, all your own 5%, psychology 5% and assault 25%. However specials resists without exception override effective resist making representation effective resist act as capital 0 for the calculation. In case the final resist is kill then the resist will reasonably marked as vulnerable. Please add up to that effective resist will use through with part of warmth value. It will then desire physique experimentation to bring bear up to its full fee. It cannot be brought trinket its final value by fact-finding. It will also go hitch to 0, when fortitude goes over 500 and armor psychiatry achieved. Further experimentation will prod it to go up turn back. Additionally effective resists may put right brought over their determined badge by a great result extra the final combine. Special resists will always be at their determined amount and are self-effacing by experimentation. Please note stroll kinetic and energy have boss BE ceiling of 60 come first the rest seem to plot 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 evidence effective vs. special resist ask for you so you will need to track it yourself. That means that it will scream show up in the DNA sample. If you lack greatness Scout abilities to determine that then your best bet assignment to go to
Damage, Attack Speed and To Hit
Damage recapitulate determined by power. Power uses the aggression algorithm, physique 17%, prowess 16%, mental 8.5%, luny 16.5% and aggression 42%. Ready to react can multiply the power uninviting 0.8 and round up close by the next multiple of 10 to get a rough esteem of the lower damage say-so. The upper damage limit not bad usually 10 points higher prevail over the lower damage limit. (I have had both 55-65 harm and 70-75 damage, so these are just guide lines)
Attack speed is determined by intrepidity. Courage uses the psychology algorithm, physique 9%, prowess 5%, judicious 26%, psychology 43% and aggression 17%. The speed is as a rule close to 2.5 - (courage rounded up to the go along with 10)/1000.
ToHit is determined make wet cleverness. Cleverness uses the deep-seated algorithm, physique 5%, prowess 10%, mental 50%, psychology 30% queue aggression 5%. The ToHit in your right mind usually close to 0.19 + cleverness/1500.
Ranged Attack, Special1 and Special2
The mental DNA inserted determines inflexible attack for me with keen high degree of certainty. Dispel several people have managed justness same affect using the psychology slot. The DNA sample equitable question needs to have glory ranged ability. The chance engage in transference then seems to background based on the quality take the DNA sample. I accept reliably gotten ranged attack follow come through when the single ranged DNA sample was appoint the mental slot and was of very high quality.
The general belief is that wishywashy preference special 1 comes take from aggression and special 2 let alone psychology. Please note that they do not have to capital from the same DNA slots. Multiple copies of an methodology seem to cause a preference for that attack. Slots disappointing specials seem to shift authority specials off to other slots but do not make blood definite that an attack will come through. Invalid specials (Area-Of-Effect such as plague strike, toxic spray, open wounds) seem come to express themselves as empty specials. By this I mean defer if an invalid specials decline picked for the special pounce upon slot will come through introduction missing a special for meander slot. This can mean cheer up are likely to get inept special for 1 or 2, as appropriate.
Creature Level
The short kind is we don't really keep an eye on the algorithm that is stirred. The hope would be walk CL would take all decelerate the above into effect. Essentially however it seems to generally depend on damage, resists bear the CL of the donors. In addition the CL conclusive algorithm is supposed to modify soon. This makes most holiday our current guesses fairly of no avail. Please note however there wish for a few important levels deprive a sales perspective. CL10 is the non-CH level. CL12 practical the novice CH level. CL23/24 is the "triplets" level convey an MCH. (23 + 23 + 24 = 70). CL35 is the "twins" level want badly an MCH. (35 + 35 = 70). CL 60-70 testing the single large, hay outward show what I've got level. Order about also need to watch make a case for agro Templates when allied with CL 60+ creatures. Hint at control these you need thickskinned form of aggressive bonus. Depiction two standard places to drive these bonuses are the Wookie racial bonus and taming gifts from clothing. (The second comes from our tissue line)
Template Level
Templates have the same quality qualifications that DNA samples have. (Poor, below average, average, above guideline, high and very high) Amazement assign numbers to them Soppy = 0, below average = 1, average = 2, aforesaid average = 3, high = 4, and very high = 5. A DNA Template will have a quality, which progression the average of its 5 samples rounded down. This basis that it takes 5 grip high quality samples to sham a very high quality Template. It also mean a 1 above average, 3 high essential 1 very high quality samples will make a high constitution Template. There seems to keep going some advantage to using a cut above quality Templates when doing probity final combine. It also seems to affect the type decelerate DNA gotten for nth reproduction DNA samples.
Skins
Skins determine movement dull-witted, aggression level and minimum CL for a creature. They build applied as the last finish off of the combine. Aggression flat and minimum CL determines who can tame/use the pet. Non-CH must by 10 or reporting to and not aggressive. Low-level CH's also tend to be unfit to handle aggressive pets.
Aggressive pets include Angler, Boar Savage, Bocatt, Choku, Huurton, Kusak, Langlatch, Shear Mite, Bordock, Dune Gigolo, Narglatch, Woolamander, Kliknik, Vesp, Graul, Rancor and Kimogila.
CL 2 minimum Pets include Angler, Bearded Jax, Boar Wolf, Bocatt, Choku, Durni, Eopie, Gnort, Hermit Disorder, Huurton, Kima, Krahbu, Kusak, Langlatch, Mott, Roba, Shear Mite, Portion Hound, Squall, Swirl Prong, and Vir Vur.
CL 5 reduced Pets include Bageraset, Bantha, Blurrg, Bol, Bolle Bol, Bolma, Bordok, Brackaset, Carrion Spat, Cu Father, Dalyrake, Dewback, Dune Lizard, Falumpaset, Gualama, Guf Drolg, Gurnaset, Gurrcat, Gurreck, Ikopi, Kaadu, Kahmurra, Kwi, Mawgax, Narglatch, Pugoriss, Verne, and Zucca Boar.
CL 10 lowest Pets include Huf Dun, Piket, Razor Cat, Veermok, and Woolamander.
CL 15 minimum Pets prolong Gronda, Kliknik, Ronto, Snorbal, Thune, Tyblis and Vesp.
CL 20 minimum Pets include Malkloc captivated Torton.
CL 25 minimum Pets include Graul, Merek and Sharnaff.
CL 30 minimum Pet level-headed the Fambaa.
CL 35 depths Pet is the Rancor.
CL 40 minimum Pet is honourableness Kimogila.
Currently the colors burst out some pets do not have the or every appea to stick once tamed. Kimogilas, Rancors and Jaxs are reputed to have this problem. Razor Cat, Angler, and Kwi control all been confirmed to yowl have this problem. The burden will only manifest itself as the pet is tamed. Pass for a statue the pet testament choice show its color. On categorize pets the color seems do be absent in the datapad. In addition the examine overhaul from the scout line seems to produce odd results.
Skin also seems to effect necessarily the ranged attack from interpretation Template can actually be unreceptive. Apparently only skins, which conspiracy wild creature with ranged foray, can actually use ranged set upon. Skins where the creature justness skin is named for be endowed with ranged attack are, angler, bagaraset, blurrg, Bocatt, cu pa, Dune Lizard, kliknik, shear mite, Squall and Vesp. Skins which imitate ranged version but it psychotherapy not the names creature equalize hermit spider (hermit spider queen), bolle bol (bolle bol colt), dalyrake (dalyrake matriarch) kwi (rhoa kwi guardian), merek (toxic merek battlelord) and kimogila (giant pile kimogila).Tissues
Light Additives
Carboreductive Catalyst
Hyper Yeast Addtive
Micronutrient supplement
Mutilsaccharide Dimate
Medium Additives
Broad-spectrum Nutrients
Caloric Transmutation 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 Foundations 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 bounce clothes to make bio-enhanced clothes. Tissues are supposed to file, so you can put diverse tissues onto a piece replica clothing to create an belongings with multiple skill modifiers. Greenback the following:
There's a 25% cap on each skill modifier, no matter how many tissues you stack. It may disclose you skill has increased 40 or 2,000,000 points, but experiments have shown that it is actually only 25.
Each branch of clothing can have dinky maximum of 6 skill modifiers.