Hey guys, I'm new here (kind of). I used to post here at the MRA2 section as Ranma 1/2 quite some time ago. Anyway I fiddled around with breeding and figure some stuff out.
Regarding DNA meter: This is completely random. Let's say you're breeding Raiden/? and Pixie/?. The possible offsprings that you get will have random DNA meters (in this case, you'll get 3 possible offsprings - Raiden/?, Pixie/?, Raiden/Pixie). Notice that if you cancel the combining and then try it again, you'll get different DNA meters results.
Regarding inherited traits (show, injury, bonding, etc.): Some of these are random, some of these are set. Random: Bonding, Policy, Show, Training. Set: Injury, Sickness, Motivation. I've experimented with my first generations with this. I found out that no matter what I do, for Injury I always get Steel Body (none of the parents were injured more than once before breeding). For Sickness, I always got Healthy. For Motivation, I always got unmotivated (I'll do some more research on this when I max out my second generations). For Bonding, sometimes I get loner, sociable, or sceptical. For Show, either YoungBlood or none. For Policy, it's random (either like/dislike). And finally for training, it's also random, as mentioned.
(Boy was experimenting tiring, I must've saved and loaded at least 100 times -_-')
There are still some stuff I've yet to figure out such as the AP inheritance. So far whenever I breed my first generation with a newly created monster, the second gen inherits the first gen's AP. When I breed my first gen and another first gen, I get around 2/3 of the combined AP of the parents (first monster had 1177, second monster had 1453, second gen got around 2300). I'm still unsure about the Personality. I'll try playing around with combining again in the future and post some more.
By Kit_Wanderer on Sunday, April 16, 2006 - 06:30 pm:
Whoops, I forgot to add something back there. About the parents' "used" DNA meters. When the DNA meters hit Zero they don't disappear AND they can still be used for breeding (although I'm not sure about what traits/properties the offsprings will get). Looks like we'll have to donate them to get rid of them >_<
By Kit_Wanderer on Sunday, April 16, 2006 - 06:57 pm:
Another thing I forgot...
Regarding Stats: The offsprings inherit whatever stats the parents had. Here are a few examples:
First generation X new monster (not raised): First generation - Pow(4), Int(6), Spd(3), Acc(4), Def(5), Life(7). New monster - Pow(2), Int(1), Spd(1), Acc(2), Def(2), Life(2). Offspring - Pow(3-4), Int(5-6), Spd(2-3), Acc(3-4), Def(4-5), Life(6-7). It varies by the monsters' types. ***Notice that the offspring inherits strictly the first gen's stats.
First generation X first generation: First generation - Pow(4), Int(6), Spd(3), Acc(4), Def(5), Life(7). First generation - Pow(7), Int(8), Spd(2), Acc(3), Def(3), Life(5). Offspring - Pow(6-7), Int(7-8), Spd(2-3), Acc(3-4), Def(4-5), Life(6-7). It varies by the monsters' types. ***Notice that the offspring gets the highest stats from either parents.
I'm not sure if the breeding system is similar with other PS2 games, because this is my first PS2 MR game.
By Kit_Wanderer on Monday, April 17, 2006 - 07:30 am:
Hey guys, found some more stuff out:
When BOTH parents' DNA meters reach zero and you combine them, it'll be like combining newly created monsters. Nothing will be passed down to the offsprings. No AP, traits, etc.
I've got another one for "Show": Veteran I got this from combining a monster with zero DNA meter (raised to max) and another monster with more than one DNA meter (also raised to max).
By Lisa Shock on Monday, April 17, 2006 - 05:55 pm:
good stuff, thanks!
By Minion9000 on Tuesday, April 18, 2006 - 04:21 pm:
The games explaintion of dna breeding a bit.
Motivation = average motivation of a monster when you reset it by doing a show. So if it always is at 100 % when you do a show it's going to pass on a good motivation I.E. 100% the first show, 50% the second show. it will have a 75% motivation. The plus is the motivation will increase faster
Bonding = average bonding the monster had with its trainers. same I.E as above. the plus is bonding will increase faster
Show = depending on how many shows the monster was in. (no numbers yet) The plus is they will get less tired after a show
Injury and Sickness : depending on how many times the parents have been Injuried or sick will increase the baby's likelyhood to get injuryied or sick. I.E. bad parents = bad child, If the parents got sick alot the kid is going to get sick eaasier. The plus is if the stats are good they don't get sick as often.
Policy : Depending on the training policy you used with the parnets. I.E. if you used hard alot it will like hard. The plus side is it will get less tired using that policy then it normally would.
Now I wonder if it will take after one parent more than the other if say you use that parnets dna more
By Kit_Wanderer on Tuesday, April 18, 2006 - 04:27 pm:
About the Motivation though, I've experimented with it for some time now. I raised 4 monsters that ALWAYS have 100% motivation on every show and I still get unmotivated offspring. So that's why I stated that it's random. On the other hand, I did get about 3 "Raring to go" on motivation out of about 50 tries. Around 15-20 blank, and the rest were unmotivated. @_@
By Minion9000 on Wednesday, April 19, 2006 - 09:23 pm:
seeing how good that stat is it might take more then one generation to get it all the time. Also where they at full motivation when you sealed them?(that is also a factor) But it still may boil down to monster speices playing a big factor. I'm currently rising a 3rd gen pixie I'll seal it at 100% and try it out a bunch of times when its done. I really hate to think I could have made a much better pixie thing if I just kept redoing it till I got raring to go. Also I'm only really focusing on 1 monster at a time :) the rest are just gene pool fun.
By Kit_Wanderer on Thursday, April 20, 2006 - 07:20 am:
Yep, all of them were at full motivation and still got unmotivated most of the time for some reason...
By Minion9000 on Thursday, April 20, 2006 - 08:14 am:
Hmmm well I'm stumpped almost. It usaually takes 2 months to get a monster from one show to the next with 100% motivation. Maybe it needs to be in a set number of shows before that stat counts. Even if it lives to 3 it will be in about 17-18 shows and I doubt Motivation needs to be all the way up to 100% on average to get raring to go. So maybe have them in 20 or 25 shows. Thats about all I can come up with that may fit though but it sounds like a shot in the dark even to me.
My monsters are finally ready for combining, as Nayuta told me they'd reached their potential so I should combine them and they're no longer gaining stats at shows. I went to combine them and Nayuta and the one training the monster complained at me for trying!
Am I something wrong or am I supposed to just ignore them?
By Kit_Wanderer on Thursday, April 20, 2006 - 12:25 pm:
Do you mean that when you try to seal, the trainer complains? If that's the case then don't worry, when the bonding between the trainer and the monster is high, the trainer is going to complain when you're trying to seal their monster. So yeah, just seal them and combine them.
By Minion9000 on Friday, April 21, 2006 - 08:35 pm:
On the motivation dna part. My monsters are getting "raring to go" on the 3rd and 4th generation. That stat might just take a while to build up to start passing on from generation to generation consistantly.
By Minion9000 on Saturday, April 22, 2006 - 06:57 pm:
Well on the Dna note anyone else noticing Dna traits may appear hidden in a monster that there rasing? Like with early Generation and new monsters while they have been rasied for over 2 years bonding has already been at 100, I'm seeing movativation starting to build faster like it had "raring to go" in the dna trait. So anyone else seem to notice any dna bonuses appear in a monster while your rasing it (not physically appear but act like it had them) or am I just seeing things.
I know it may be wrong but I have been inbreeding my monsters and waiting to the very last age message before combining them. I have noticed that I got really good results.
From Parent and Child Breading: Breed: Pixie / Piroro Generation: 3rd Age: 0 years 0 months Pow: 11 Int: 14 Spd: 7 Acc: 12 Def: 6 Lif: 12
For a new born these are awesome stats. I also noticed that bred monsters have a nice pool of Anima to get skills and such right off the bat.
I have had other monsters with similar results but the one thing that seems to be a must is that you must get the monster past the final age message. you know the one where it says it can't progress in any matter any more.
By kilak on Saturday, April 29, 2006 - 02:11 am:
ther are 2 age messages
one says your monster has reached its max potential...basically you monster has gotten a max stat total for its generation and breed. the monster can no longer gain stats but can still gain anima from adventures.
the second is reached maximum lifespan which is basically the your monster is dead message. it no longer gains stats or anima.
I have found sealing monsters before the lifespan message will give you worse results in combining than if you played out the monster to its full "lifespan"
By kilak on Tuesday, May 2, 2006 - 09:35 am:
combining lower generation monsters with higher generation monster will produce greater intial stats but will shorten the amount of time given for potential.
dont be suprised when you combine a 4th gen wit ha 1st gen if it doesnt max potential in under a year (6 months is the fastest I have seen)