As i'm sure those who have tried are aware, BE pet crafting seems to be broken as soon as AP1 is introduced to the pet, however this doesn't mean you cant make good pets, even with ap1 DNA. I was a somewhat accomplished pet crafter on live and have taken some time to try various workarounds to the problem with some degrees of success on this server and would like to share my findings.
The first and most important thing about BE (i'm sorry if this is condescending) is that you don't collect 5 bits of dna and make a pet. You collect 5 bits of dna and make the dna you want to harvest. Ill give an example, i want mutant rancor in the action slot for high action and the special move along with nice resists. however putting it in health, action or damage will tip it over 500 fortitude and break the resists. You could pair it with something with a low fortitude and find it doesnt break the resists, but you will break them as soon as you experiment on health as it will tip you over 500 (Note, if fortitude is 420 or higher do not experiment, it will probably break the resists). Instead what you need to do is make a "base pet" as i call it, and ill reveal one of my recipes to help folk get started.
Take 3 voritor dasher DNA and 2 hurton pups, put the voritors into health action and mind and hurton pups into the other 2 slots. This will make a pet with roughly 6kHAM 30-40% resists and about 60 damage, with a low fortitude rating, however, it will pick up a vulnerability to stun that will pass from generation to generation. You need to make alot of base pets as you will want minimum 8 top tier samples to make the next generation.
The next generation should be your voritor pup DNA in 4 slots, and your mutant rancor into action. This should allow you to fully experiment the health up, and get the resists up without tipping over 500 fortitude and fully experiment your action bar, however, if fortitude gets too close to 500 you will need to stop, harvest that pet and do another generation to get the resists capped. This pet will then be harvested specifically for the action slot. You will want to repeat the process but this time stick something into the damage slot (note: plague strike, poison spray and open wounds never stick) but you probably want to avoid mutant rancor as you wont get special move 1 from it. Trying this technique on the health slot isn't as effective as health counts for 50% of resists and fortitude, action and damage 25% each. Its better to find something fresh with nice HAM and resists and no light armour for the slot. The mutant rancor DNA and most AP1 DNA can be happily slotted into mind and hit chance with no effect to resists however there is an exception that i'm getting to.
Using this method should result in pets with decent resists and roughly 10-11k health, upwards of 12k on mind and action. Also, being selective with what you harvest helps, those wild spawns you see that should be for example roughly 10k HAM but show as 9k health 12k action 9k mind etc, that is reflected in the DNA harvested and would give 12k action if used in the correct slot.
I mentioned earlier there was an exception, and this may also interest devs. The new DNA from Tanaab and Kuat work, kind of....
You can combine those DNA's and not worry about fortitude at all, u can be below 500 and exceed it, you can combine higher than 500 and experiment away, u can mix with other new DNA's and it will mix the resists correctly, but what it wont do is play nicely with vanilla DNA. If i cross draylisk in 4 slots and mutant rancor in action, which on paper is a juicy recipe, the rancor resists all get converted to effective, this halves the value instantly, then crosses that lower value with the draylisk resulting in bad resists that you cant experiment on.. On live you could experiment the resists back up and cap them a click or 2 before passing 500 fortitude, if you passed 500 and hadn't capped the resists when light armour stuck due to failures the resists were locked in and couldn't change. On here the resists on the new DNA's cant be experimented on, you only increase health and mix resists across health/action/damage slots to manipulate resists. The reason i think this will interest the devs is that there is clearly differences between vanilla DNA code and new DNA code, and this should hopefully help identify what area of the code is problematic.
I hope people find this useful,
your dedicated pet crafter,
Gixxette the Hutt
The first and most important thing about BE (i'm sorry if this is condescending) is that you don't collect 5 bits of dna and make a pet. You collect 5 bits of dna and make the dna you want to harvest. Ill give an example, i want mutant rancor in the action slot for high action and the special move along with nice resists. however putting it in health, action or damage will tip it over 500 fortitude and break the resists. You could pair it with something with a low fortitude and find it doesnt break the resists, but you will break them as soon as you experiment on health as it will tip you over 500 (Note, if fortitude is 420 or higher do not experiment, it will probably break the resists). Instead what you need to do is make a "base pet" as i call it, and ill reveal one of my recipes to help folk get started.
Take 3 voritor dasher DNA and 2 hurton pups, put the voritors into health action and mind and hurton pups into the other 2 slots. This will make a pet with roughly 6kHAM 30-40% resists and about 60 damage, with a low fortitude rating, however, it will pick up a vulnerability to stun that will pass from generation to generation. You need to make alot of base pets as you will want minimum 8 top tier samples to make the next generation.
The next generation should be your voritor pup DNA in 4 slots, and your mutant rancor into action. This should allow you to fully experiment the health up, and get the resists up without tipping over 500 fortitude and fully experiment your action bar, however, if fortitude gets too close to 500 you will need to stop, harvest that pet and do another generation to get the resists capped. This pet will then be harvested specifically for the action slot. You will want to repeat the process but this time stick something into the damage slot (note: plague strike, poison spray and open wounds never stick) but you probably want to avoid mutant rancor as you wont get special move 1 from it. Trying this technique on the health slot isn't as effective as health counts for 50% of resists and fortitude, action and damage 25% each. Its better to find something fresh with nice HAM and resists and no light armour for the slot. The mutant rancor DNA and most AP1 DNA can be happily slotted into mind and hit chance with no effect to resists however there is an exception that i'm getting to.
Using this method should result in pets with decent resists and roughly 10-11k health, upwards of 12k on mind and action. Also, being selective with what you harvest helps, those wild spawns you see that should be for example roughly 10k HAM but show as 9k health 12k action 9k mind etc, that is reflected in the DNA harvested and would give 12k action if used in the correct slot.
I mentioned earlier there was an exception, and this may also interest devs. The new DNA from Tanaab and Kuat work, kind of....
You can combine those DNA's and not worry about fortitude at all, u can be below 500 and exceed it, you can combine higher than 500 and experiment away, u can mix with other new DNA's and it will mix the resists correctly, but what it wont do is play nicely with vanilla DNA. If i cross draylisk in 4 slots and mutant rancor in action, which on paper is a juicy recipe, the rancor resists all get converted to effective, this halves the value instantly, then crosses that lower value with the draylisk resulting in bad resists that you cant experiment on.. On live you could experiment the resists back up and cap them a click or 2 before passing 500 fortitude, if you passed 500 and hadn't capped the resists when light armour stuck due to failures the resists were locked in and couldn't change. On here the resists on the new DNA's cant be experimented on, you only increase health and mix resists across health/action/damage slots to manipulate resists. The reason i think this will interest the devs is that there is clearly differences between vanilla DNA code and new DNA code, and this should hopefully help identify what area of the code is problematic.
I hope people find this useful,
your dedicated pet crafter,
Gixxette the Hutt
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