|
Monster Rancher Metropolis: Monster Rancher 2 Archive (PSOne): Breeding/Combining: Observations On A Great Combination By John Hawley on Wednesday, July 25, 2001 - 09:14 am:
While clearing out my freezer, I came across a Mint/Kitten mix that earned Dadge's #5 comment - "Prospects are Good." After a little research, I discovered that the Mint and the Kitten match exactly in stat gain, down to guts regen rate (1 2 5 4 4 1 17).
My first thought was that my higher stat monster should be my main to get the highest possible resulting stats. Therefore, I combined with the Mint as main, Kitten as sub, no secret seasoning. Here are the percentages as reported by Dadge:
And now the results: Legend: P-Pixie M-Mint K-Kitten, number shows where it appeared in the series, first num in Techs is POW, second INT.
See my problem here? Stats are alright, if not spectacular (Kitten needs more training). Techs, however, suck. Techs transfer at exactly the same rate as when the Kitten wasn't trained at all. Six, no more and no less. Okay, we'll try switching the order around. Kitten as main, Mint as sub, no secret seasoning. Here are the percentages from Dadge:
And, now the results: Legend: P-Pixie M-Mint K-Kitten, number shows where it appeared in the series, first num in Techs is POW, second INT.
Whoa! Techs increased by 33% and in one case by 50%. Early conclusion: Creatures in Prime transfer techs at a higher rate than even fully trained monsters. OK, now what happens when you add disk chips? I returned to my original formula for combining with the higher stats as main and added a Pixie chip. Dadge:
Interesting. Pixie went up by 1%, while Daton goes down by 1% from table 1. Especially as the first monster in this series was a Daton (see bottom of table). Legend: P-Pixie M-Mint K-Kitten, number shows where it appeared in the series, first num in Techs is POW, second INT.
Okay. The Pixie chip helped by one tech on one monster. The only true gain is the 50 in INT. On to the next set of tests. Kitten as main,Mint as sub and a Pixie chip. Dadge:
Mint goes up by 1%, Kato down by 1% from Table 2. The results: Legend: P-Pixie M-Mint K-Kitten, number shows where it appeared in the series, first num in Techs is POW, second INT.
* = received a sub-specific attack(Phantom Claw) Same general boost in INT, but twice a sub-specific attack has appeared along with 1 case of an increase in Techs. To sum up, I have found that in this case it is better to have at least one monster in Prime in the main position to increase transfer of Techs, higher stats in the main increase the transfer in stats and chips added have a smaller effect in increasing the chance for a particular monster than I had supposed. And the Magic Number Effect. Magic Number Effect: When the main attack stat(INT) approached a fuzzy area around 2.5 times that of the secondary attack stat(POW), the resulting Pixie received either an extra Tech(Table 2 M2,Table 3 K2,Table 4 P8) or a sub-specific Tech(Table 4 K2,K9). I theorize that the base stat gains are being used to determine numbers of Techs being transferred over and above a certain minimum.(INT 5/POW 2 = 2.5) I'm throwing this out for consideration as the rest of the testing for this on Pixies alone may kill me. Comments are welcome. By John Hawley on Thursday, July 26, 2001 - 09:31 am:
Tweaking The Magic Number Effect: By torey_luvullo on Thursday, July 26, 2001 - 10:52 am: definitely, good luck john. once i get the tourney fever out of my system, i will take a long look at your findings, and try to apply them to my stable of frozen monsters. By John Hawley on Friday, July 27, 2001 - 10:29 am: Thanks, Torey. May not get to finish this line of research. I'm getting combos with either 9 Techs & Level 9 INT or 8 Techs & Level 11 INT. The temptation to take 'em and run is getting to be irresistable. Just might make it though. Still curious about the effects of peaches on carry over. If I peach the out of prime mint, the MN Effect jumps from 1 chance in 8 (5 out of 40) to almost 1 in 3 (9 out of 30). And I have verified set points at higher stat levels. Three Pixies in a row with higher LIF and 9 Techs. Oooooo, now I have to go play again. BTW: Missy the Kitten, one of my test Pixies, just stomped the M4 and Poritoka. My first HOF Pixie! hehehehe (maniacal giggle). By Lisa Shock on Friday, July 27, 2001 - 10:12 pm: It's all very intriguing, keep up the good work! By John Hawley on Saturday, July 28, 2001 - 06:42 pm:
Further Observations on a Great Combination
I simplified the testing this time to have Missy always as the main. Any switch to Mimi caused an immediate loss of Techs. Missy=1 peach, Mimi=0 Kitten + Mint = Dadge reports:
Legend: P-Pixie M-Mint K-Kitten, number shows where it appeared in the series, first num in Techs is POW, second INT. *=Sub Specific Phantom Claw gained.
Now keeping everything else the same I added a Pixie Chip. Kitten + Mint + Pixie Chip =
Results:
Apart from the increase in INT, the chip appears to have actually caused a decrease in one or two stats. And a marked loss of Tech transfer (5 without, 2 with). Moving on to the next series, I added a Silver Peach to Missy. This moved her back solidly into prime. Percents are the same as 1-A. Missy=2 peach, Mimi=0 Kitten+Mint=
Now, Kitten+Mint+PixieChip= Percentages are the same as 1-B.
We still have our reductions in one or two stats, but they are very minor. And extra Tech transfer lunges ahead from its previous high of 1 in 3 to an almost 50/50 chance(Table 2-B). Also the set points appear to be an area instead of specific numbers now. Now we move on to the final series of tests. Mimi receives a Gold Peach. Missy=2peach,Mimi=1peach Kitten+Mint= Dadge reports the same percentages as for 1-A.
That was unexpected. Stats went up, but extra Tech transfer fell to 1 in 5 and there were two main switches. Final series: Missy=2peach,Mimi=1peach Kitten+Mint+PixieChip= Dadge has the same odds as 1-B.
Decidedly peculiar. Minor losses in stats, but extra Tech transfer has returned to 1 in 3. This leaves it open to Silvering Mimi and getting back up to 50/50. From the patterns observed in my testing, we can draw some assumptions. Great Combinations are Dadge's assessment of Base Stat Gain alignment and actual Stat alignment. Main determines type of techs and Sub boosts Stats. As this has been discussed before, let's leave it and motor on to the newer stuff. Tech transfer increases with a Main that is in Prime. From my earlier post, that meant a jump from 6 Techs to 8. Most of the posts I've seen on the subject assumed this as a maximum number, for Pixies anyway (1/2 possible Techs if main and sub have over 1/2, rounding up). I believe the data above proves that it is possible to get over that 50% mark. It appears that there is a set of modifiers attached to the main attack stat/second attack ratio. As your stats climb, the modifiers change form to an area of values so the chances of acquiring extra Techs improves. However, it also appears that adding disk chips can cause several problems as well as helping. From other testing, I found that chips that modified the stat ratio caused more main switches. Example 1: added Mock chip to practice test. All stats fell and had three main switches. Example 2: added Crab's Claw boosting skill and defense, but lowering INT by as much as 80 points and two main switches. So where does all this lead? Hopefully to you being able to build a better monster. Great combinations depend on alignment in stats and base stat gains.(Monsters just combine better with certain others) Tech transfer depends on stats and the ratios between them. Add disk chips only to boost the monster's main stat. The slight loss in some stats will be made up by not having to go to so many errantries. To sum up, a Great Combination can be made better with a Main in prime, good stats and a number of techs with a Sub that has as high a set of stats as you can manage and a minimal set of techs. Add disk chips only to the main stat for your monster. The ratio providing the Magic Number Effect is easy to throw off. This will probably be the last set of tests on this for a while. Getting rid of that Kitten (Table 2-B, K4) caused me actual, physical pain. Nine techs, including the sub-specific Phantom Claw and Level 30 stats on the FPT(Fenrick Public Tourney)Scale. As always, Comments are Welcome and Flames are cheerfully ignored. By John Hawley on Sunday, July 29, 2001 - 04:55 pm: I guess I'm just too curious for my own good. I had to find out just one more thing, so there will be one more post sooner or later. A tidbit: Two monsters in prime increase the transfer rate. By John Hawley on Tuesday, August 28, 2001 - 02:04 pm: I am now officially afraid of Pixies ;). Taking a few test runs on Misty, the child of Missy & Mimi, and an out-of-prime HOF Phoenix has produced a series of Pixies that have composites in the low 30's to the upper 30's on a Good Combo. I have one that I may have to send to Dark Phoenix to verify that I didn't 'shark the sucker. Pure Pixie: level comp. of 39, numeric comp. of around 1700 and 11 techniques. By Infinite joker on Wednesday, August 29, 2001 - 04:32 am: Oh nooooooo!!!! I've used this combing guide for a while and have gotten 6 great combos since then. But I have run into a problem. My first time being unsuccesful has occured. An undine and a ghost where to be combined but it didn't come out great. So I may have found something of great impotance. I know they were matched up perfectly..... Sooo it means Chef(Ghost/???) Might have a two in something instead of 1-1-4-4-4-1. Or it could mean that it just didn't play out right this time.... Any advice Dp? By Anonymous on Wednesday, August 29, 2001 - 11:39 am: Also, what if a monster has the same stats like 999 the a stat gain of 3 would be x1=999. So which one would come first? Also, would that monster I;'m combining have to have those stats equal too? By Dark Phoenix on Wednesday, August 29, 2001 - 02:45 pm:
This is where the baseline stats come in. Say you have a Monster with an INT, SKI and SPD all at 999 after correction. The problem here is determining which stats take priority here. By infinite joker on Wednesday, August 29, 2001 - 03:14 pm: What can make a great combo with an undine? By Dark Phoenix on Wednesday, August 29, 2001 - 07:44 pm: A Phoenix can, if you have some way of getting one. By Kurasu Soratobu on Thursday, August 30, 2001 - 11:21 am:
Another question for you, DP: I remember long ago that you (or was it someone else?) had hacked a monster from A-class to B-class (or the equivilent), to test something. When it was E-class, the combination hadn't been a perfect one. And yet when it was B-class, it had been a better combo. |