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Monster Rancher Metropolis: Monster Rancher 1 Archive (PSOne): Combining: Interesting Results From Combining! (Tech Carryover) By Lisa Shock on Tuesday, August 22, 2000 - 11:34 pm:
I've done a few combining experiments, and had some excellent results in terms of tech carryover!
I was warned that it was a bad combo. The results were:
-not too remarkable....until I looked at the techs. All 6 had carried over! Next I decided to raise that monster as a money maker and see about some more combos! I'm in the middle of that right now, currently I'm raising 2 plants to see how they combine with each other. However, occasionally I save my game and check on potential combos. Here are some mid-project reports. I raised the jell, had it aquire 1 more tech, and mostly used it as a money monster. I raised the first plant specifically to try and aquire techs. At three years I tried a combo for fun. The jell had 7 techs (added spit) and the plant had 5: Toxic Nectar, Jab, Steady Jab, Slap and Hook.
I was told it was a nice combo, but there were only 3 techs for the resulting Naga/Jell.
Overall, unremarkable results, so I didn't save this result, and kept raising the two monsters. At 4y 6mo, I tried the combo again. The jell had the same 7 techs, the plant had added one, Seed Gun.
Once again I was told it was a nice combo. The result was a Jell/Plant. Results:
And all 7 Jell Techs carried over! I will continue, I need to raise a second plant to combine with the first, to see if I can get plant techs to carry over. Right now, it looks like if an offspring is the same main type as a parent it can get all the techs!This is important because I suspect that training in MR1 takes lifespan from your monster, like errantry does in MR2. In terms of trying to max out a monster, the less time spent at the training grounds, the better! Clearly, I'm not doing very well in stat carryover, but I'll look into that too. By Eagle_Fierce on Wednesday, August 23, 2000 - 05:20 pm: Great report, Lisa! I haven't done any combining, yet, but when I do, all of my monsters have at least 8 techs, so it shoulnd't be too difficult. As for "Training," I'm not so certain that it does reduce lifespan, though I have only done limited research on that, and lack the GS or any other form of device to certify, so I can't be sure. Interesting discovery, though...I can hardly wait for your findings on all of this, Lisa. ^_^ By Lisa Shock on Thursday, August 24, 2000 - 12:01 am:
Just a quick update. I started raising plant #2, and tried a few combinations that I did not save. By Lisa Shock on Saturday, August 26, 2000 - 10:51 pm:
Ok, it's not as simple as I had hoped. My first Plant (plant/naga) was frozen at the first retirement warning. It has 9 techs and the following stats:
I combined it with Plant #2 (plant/naga, same CD) two more times. I tried at the first retirement warning for plant #2 at 8 techs and these stats:
I got a plant/plant with only 5 techs! Worse than the attempt in my previous message! Stats were:
I'm going to do more research on this subject with more types of monsters, focusing on pure-breeds for a bit. By Kurasu Soratobu on Sunday, August 27, 2000 - 09:46 am:
Makes me wonder if MR2 has the same sort of thing/. I mean, a combining month, so to speak. At least that one'd be easy to test. Freeze two critters, combine 'em one month, try the next, try the next, etc. etc. ad infantum. By Lisa Shock on Sunday, August 27, 2000 - 03:32 pm:
Here's the results of 1 year of combining. I sarted with 2 Bad Seeds (plant/naga):
Every time I combined I had the exact same %s, regardless of the order I combined them. And I was told it was a bad combo.
Every time I combined, the stats were identical for a particular type of offspring: all Junglers had identical stats, all Bad Seed had identical stats, and all Plants had identical stats. This seems to indicate that if you are seeking better stats on a particular breed, you'll have to train or work one monster a bit before combining again! However, the techs would change. Here's the stat results.
Here are the tech results:
As you can see, I got the best tech carryover in June, with 7! I also tried 3 different weeks in July, each with different results. So I believe that the April as best combining month is a myth. It seems to change week to week. I did try these same combos in the same order several times during the same week and got identical results, therefore, I don't think there's really anything random in the combos during the same week. In conclusion I have several guidelines: 1) If a monster has the same main as one of its parents there is a better chance of tech carryover. (Please note that one plant offspring did just get 3 techs, the occurance rate was low but possible) If a monster does not have the same main type as a parent, it will start with 3 basic techs only. 2) Changing the order in which you select the monsters can change the results in terms of type of offspring and tech carryover. 3) If you try to combine two monsters during different weeks, you will get varying results in offspring type and tech carryover. 4) If the parent monsters' stats remain unchanged, the stats of offspring will vary by breed, but all offspring of the same breed will have identical stats, regardless of week or order of combining parents. My recommendation is to try your combos in different order on different weeks to maximize tech carryover. (I'm now working on raising 2 pure Dinos, to do the same experiment and see if purebreeds give better results!) By Lisa Shock on Thursday, August 31, 2000 - 10:29 pm:
In an effort to debunk the April as best month for combining, I did one final experiment. I took 2 pure dinos from CD and raised them cocurrently and froze them. I tried combining them several times during their lives, and got the best stats when combined during their prime, before any retirement warning. (I've misplaced the paper I wrote it down on, but the offspring of these guys at prime had two stats over 240 and one at 200.)The final stats at retirement, and the offspring's:
I was told it was a bad combo. The offspring always had the same stats while the parents' were at that level. I then combined every week for 6 months, trying the combo once, then reversing the order each week. I'm only logging the number of techs carried over. There was a lot of variation in the particular stats which were carried over.
So, April was not any more advatageous than any other month. Then I tried another experiment. I just kept trying the combo over and over in week 4 of June. I got a different tech carryover result almost every time! Looks like the different weeks have nothing to do with tech carryover at all! (and I wasted a lot of time!) So, in conclusion, I would just add two points to my previous list of rules: 1)Combine monsters in their prime for best stat carryover. (I saw a 400 total point drop as they got older, even though the parents had higher stats in old age!) 2)The date doesn't play any role at all. You just have to keep trying your combo, and reversing the order combined helps (or at least helps break up the boredom!) By torey_luvullo on Friday, September 1, 2000 - 06:13 pm: i remember that that was a common thought on mr1 boards - that you should not wait until retirement to combine. it's intriguing to be reminded of it, and to see the proof of it, in one post. good work lisa! By Eagle_Fierce on Saturday, September 2, 2000 - 01:21 am:
Well, that would explain MY luck in combining. I never let a mosner retire until I'm forced to. I'm getting ready to make my first second generation monster in MR1, just for the sake of having it. I intend to combine Danielle (Pixie/Pixie, 7yrs, 3mo, got me Masters rank) with Wags (Market Tiger/Tiger, 5yrs, 6mo, my first monster) to get my first MR1 Mint. I don't know how this will result, but I know if Min tis as good in MR1 as she was in MR2 for me, then with the souped-up techs a Pixie has to choose form in MR1, Vix Fierce (my intended name for her), shouldblow away all competition with ease! By Nate Railsback on Sunday, September 3, 2000 - 07:59 pm:
I don't remember whether it's been recorded on this board or not, but in my experience, each week in MR1 has its own formula for combinations that it follows at least 95% of the time. For instance, on March 3rd, if you combine (Main-type A)/(Sub-type B) with (Main-type C)/(Sub-type D), you will almost always get (Main-type C)/(Sub-type A). Or, as a more concrete example, if you combine a Worm/Naga with a Tiger/Jell (in that order), you are almost guaranteed to get a Tiger/Worm. If you switch the order around, you'll get a Worm/Tiger. This made it SO much easier to fill out my Monster Book in MR1 than it was to fill out my cards in MR2. By Eagle_Fierce on Sunday, September 3, 2000 - 09:35 pm:
Strange that you mention this, Nate. I just did that, though I regret to say that I'm not keeping it. I just combined my Mint with a Naga (play combining) to see what the Allure in MR1's card was. Doing these little things keeps me sane while I catalog all night. Anyways, as I had predicted, the result was an Allure (I had also used this formula to get a Prism, Radar, and Vixen). The allure had all stats in the high 140-190's, excpet life, which was at 100. I didn't think much of it, until I looked at the techs it carried over. It had the identical of what Vix Fierce had acquired. The Allure had all of the techniques of a Pixie, with the exception of "Kiss" and "Fire Ball." Sadly, I'm not keeping it, because I was just playing around and am not yet finished with my Mint. Still, I thought it was impressive. |