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Tatwi

Max Stat Pet Crafting

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After much testing, here is how to (and how NOT to) craft a pet with the highest possible HAM and damage (at the cost of your choice of special attacks). 

  1. Gather 5 Very High Quality DNA Samples from Mutant Rancor (They are the only level 75 critter in the game ūüė•). If you're a real stickler for details, only use DNA with 820+ Hardiness/Power/Intellect,¬†635+ Fierceness, 765+ Fortitude, 520 Courage so you can max the sats.
  2. Get a Bio-Engineer crafting suit with 12 experimentation points / 25 assembly, stand in a manufacturing city, use both "assembly roll" and experimentation food/drink, and a crafting tool as close 15 quality as possible. You NEED to get 1 amazing on damage and 2 amazings on HAM to max damage and beat 500 Fortitude for armor, so food/drink *might* help some (but it's totally unreliable, so be prepared to be stuck with a DNA Template that doesn't do what you want it to do).
  3. Craft a Genetic Template with 6 points in Aggression (2->2->2) and 2 points each into Mental, Physique, Prowess (1/1/1->1/1/1).
  4. Incubate the pet deed to add the Light Armor Rating, +22% To Hit, and +20 Kinetic Resist. Reference values for these are below (per my testing). You can only pick one stat per stage, so pick the Reference values that are you can hit using the enzymes you have on hand. Always use 10 Purity Hydrolase to ensure the bonus is the one you want rather than a randomly selected bonus! If you're happy with the To Hit and Kinetic, any other two incubation bonuses would be fine (+4% Damage twice is kinda lame, because it's such a small bonus, but it would technically give you the highest possible damage at approx 752-757). 

Here's a comparison of putting 6 points into HAM vs. 5 points into Attack Speed and 1 point into Health.

max_level_pet_crafting-4.jpg

Creature Egg Crafting Values

Stage 1:

  • Light Armor = 3 Reference
  • 22% To Hit = 25¬†Reference
  • 20 Kinetic Resist = 18¬†Reference

Stage 2:

  • Light Armor = 21¬†Reference
  • 22% To Hit = ?? - I haven't found this one yet!
  • 20 Kinetic Resist = 26¬†Reference

Stage 3:

  • Light Armor = 26¬†Reference
  • 22% To Hit = 17¬†Reference
  • 20 Kinetic Resist = 16¬†Reference

If you're familiar with the documentation on Bio-Engineered pets that were created in the original version of the game, the top end pets in SWGEmu and here on Tarkin's Revenge are not the same. In original "Pre-CU", using 5 VHQ Mutant Rancor DNA would have created a level 80 something pet with over 15k HAM and 1000+ min damage. Of course, any pet higher than level 70 isn't even usable by a Creature Handler, so there wasn't much point in doing so. That said, it is true that the best level 70 pets in "Pre-CU" had more HAM (at least 10K) and did a bit more damage than what we can create here on Tarkin's Revenge, however our incubation system and mods to the speed, hit, and damage calculations come reasonably close - a level 63-66 pet with max damage and the max possible HAM will be pretty good against all enemies that don't have Armor Piercing weapons. So while they're not the same, they're really not bad.

Hope this helps!

Ps. I created a calculator in html/javascript for generating Reference values with enzyme combinations. I don't have anywhere to host it, so I attached it to this post.

calc.html

Edited by Tatwi

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Here are detailed of how I crafted this level 70 Spined Rancor.

level_70_spined_rancor.jpg

My absolute best Mutant Rancor (Very High Quality) DNA combination.

Phy + Pro + Men + Psy + Agg = Assembly = Final

^ = Important stats in slot

Har 848^ + 838 + 847 + 846 + 838 = 230 = 680
For 770^ + 764 + 761 + 763 + 764 = 179 = 629
End 520 + 516 + 514 + 512 + 514 = 69 = 319
Int 695 + 830 + 828^ + 733 + 810 = 196 = 446
Cle 786 + 788 + 787^ + 791 + 792 = 193 = 443
Dep 513 + 518 + 515 + 511 + 515 = 68 = 218
Cou 519 + 515 + 520 + 514^ + 510 = 69 = 219
Dex 691 + 833^ + 686 + 722 + 735 = 173 = 423
Fie 649 + 643 + 649 + 648 + 650^ = 118 = 649
Pow 821 + 820 + 817 + 816 + 819^ = 213 = 813

Assembly: Great Success

Agg 2 (am) -> 2 (am)
Men/Phy/Pro 1/1/1 (gr) -> 1/1/1 (am)
Phy 1 (am)
Psy 1 (am)

Agg 81%
Men 44%
Phy 68%
Pro 42%
Psy 21%

  • Added 1 more point to Phy because Fort was 447, so close to getting Light Armor rating that I though it was better to take it than to put points into speed.
  • Resulting in Dizzy Strike in special attack 2 only, as expected due to Open Wounds not being supported.
  • Experimentation cost 2,667 credits (444.44 per use * 6) of +17 highway robbery food.

Used Genetic DNA Template in Spined Rancor 

Assembly: Great Success

Level: 70
Health: 11,469
Action: 7683
Mind: 8730
Armor Rating: Light
Kinetc: 45
Energy: 60
Blast: 25
Heat: 100
Cold: 100
Electricity: 100
Acid: 25
Stun: 25
Lightsaber: Vul
Speed: 1.78
To Hit: 0.64
Damage: 695-700
Special 1: ---
Special 2: Dizzy Strike
Ranged: No

Total Assembly cost 2,667 credits (1,333.33 per use * 2) of +16 highway robbery food. Neither gave an amazing result and my assembly is high enough to prevent getting anything lower than great success, so this stuff is just a waste of money.

Incubation:
Stage 1: 22% To Hit
Stage 2: +20 Kinetic Resist
Stage 3: 22% To Hit

Final Modded Stats:
Kinetic: 65
To Hit: 0.95

I went with this combination for incubation, because Kinetic Resist is the main one for pets and missing an attack does 0 damage. I felt these changes would make the most difference in the long term.
 

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