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Heyo! So was just digging around on my bio engineer and saw the "enhanced";nutrient injection, toss, yada yada.... Is all that an improvement over the default buffs a doc can provide?
Some of the BE stuff just doesn't work. Some items a component is no longer available or once crafted, they do not work. I tried this for CM, to try and get my poisons doing more damage, not gonna say it was a waste of time, just that now I know for sure they don't work, lol. Once you can get the Evolve buff bot, you'll end up using it for Doc/Officer buffs, the duration is all that changes with more points in Doc tree, so once you get the bot those points are useful elsewhere (In my opinion) -
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With the introduction of Chapter 6 update we have access to +40 Power Bits. To create +40 Power Bits requires obtaining components from new Hardmode content.
If looking for the regular Reverse Engineering Guide follow the link below.
[EMBED content="thread-942"]https://www.swgevolve.com/index.php?threads/942/[/EMBED]Creating +40 Power Bits Guide
2 Components are needed. Advanced Reverse Engineering Tool (1 time use Schematic), and Overload Bits.

Be sure to use highest quality resources to maximize the Experimentation Bonus when crafting the Advanced Reverse Engineering Tool to achieve 10.
Overload bits have a Power level of 1-5.Take a Overload Bit and place it inside the Advanced Reverse Engineering Tool, place also a +35 Power Bit (Recommend 3rd Order Bits) inside the tool.

Right click the Advanced Reverse Engineering Tool and select Reverse Engineer.

Result is a +38 Power Bit because the Overload Bit was a Power level of 3.

To reach +40 Power Bit you will need to repeat the process with another Overload Bit with a Power level of 2 in this example or greater.

Now lets look at what can be achieved with these +40 Power Bits. Beyond the obvious +40 Luck, Strength, Agility....
If you recall the math at the end of the previous Reverse Engineering guide a Bake in stat you use 40% to determine if you can have a resulting Bake in stat.With a +35 Power Bit
Power Bit Ratio 40% = Result
( 35 / 15 ) x 0.40 = 0.93 = No resulting Baked in stat you need whole number 1 or greater.
( 35 / 4 ) x 0.40 = 3.5 = Yes resulting Baked in stat would be +3 the remainder will not be added.Ratio / 40% = Result
15 / 0.40 = 37.5 = No Baked in stat you would need a Power Bit of +38 or greater to create a +1 Baked in stat.
4 / 0.40 = 10 = Yes you will get a baked in stat and using a +35 you would get a +3 Baked in stat.With a +40 Power Bit
Power Bit Ratio 40% = Result
( 40 / 15 ) x 0.40 = 1.06 = Yes resulting Baked in stat you need whole number 1 or greater, result is +1 Baked in stat.
( 40 / 4 ) x 0.40 = 4 = Yes resulting Baked in stat would be +4.Ratio / 40% = Result
15 / 0.40 = 37.5 = Yes Baked in stat you would need a Power Bit of +38 or greater to create a +1 Baked in stat.
4 / 0.40 = 10 = Yes you will get a baked in stat and using a +40 you would get a +4 Baked in stat.Historical reactions: Like × 1
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Yatoya, post: 4690, member: 1107 wrote: I wouldn't mind that myself for decoration purposes. But as for the need to unlock the Helper Monkey its easier on this server, requiring 5 from what I recall, so you can collect on alts and unlock the Helper Monkey much sooner. was thinking just for deco tbh. forgot about the helper monkey -
Not sure if it's a bug but when I tried to put city banners in front of shuttle I get notice that it's too close. Also, I cannot seem to place the indoor/outdoor trees from NS anywhere outside. So my suggestion is that this is made possible. Please and thank you. Oh, and more city decorations would be fun too.
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Pistols got a very nice review and in a decent place with the right build. Rifles are decent if you know how to use them effectively. Heavy Weapons...well, they're just fine as is.
But what about the carbines? Carbines have always been a great medium of sustained and spike damage for the player who typically likes a challenge on when to push and when to hold. But currently carbines are feeling pretty weak in the damage department. Even with Master Combat Medic it can still be countered easily, because carbines get most of their damage through DOTs."But Hellion, we just got DOT mod bits in the new content!" Correct. But with the testing I did on TC it was still pretty meh. And DOTs are easily removed. What I'm suggesting (for now) is a look at the expertise points. Pistols get a +32 damage bonus. Rifles get +12. Carbines also get +12.
***-Increase carbine damage from +3 pps to +6 pps ***
Relentless Onslaught. Is basically useless as it stands. With all the ACR available in the game, you don't need it. I suggest a full rework of the ability. Something like:
***-Increase DOT damage by 50% for 10 seconds, 45 second cool down.
-Increase carbine damage 30% for 30 seconds, 60 second cool down.
-DOTs applied while active can not be cleansed/removed. 20 second up time, 60 second cool down. ***
***-Provides a chance to hit twice with carbines (similar to hammer fan) but only while buff is active. ***
Xaruul, post: 4670, member: 545 wrote: Have you tested with DoT Damage increase foods and exotics from TC though with reapplication times? I do feel with carbines being able to also dip into CM then also getting a food and drink(IIRC) with +9 DoT Damage and then Exotics that can be made for DoT damage as well and id imagine into PuPs, that increasing anything with carbines may make them way over tuned. Again asking if it has been tested or not because i havent yet. Though i will admit id like to see their tree remastered with some of the abilities other than the DoTs looked into. Forgot to even mention jewelry sets. The Enforcer set is good but it's focuses on literally one ability. Whereas Fencer it adds perks to the DOT system and it's own class. -
So remake Tansarri to be a quest stream lined instance that is challenging but meant to be solo'd. Allowing for the collections(Dust Durni Ect) to be collected, Tansarri Badges able to be obtained and a token for completion that has a vendor for mid game 5* sets potentially (they would be weaker versions of the OG Heroics jewelery) that are easier obtained for new players that are running solo with no guild that need that one up to do better in OGs when they get the opportunity.
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Make a Token for Bio-Engineers, when they make a pet they get 5 or 10 tokens. These tokens can be used to buy Rare DNAs(but not too rare) and a Sarlacc trash can style item that you can turn in lets say 5 to 10 Isomerase Enzymes that are low quality ( less then 78%, will be explained below as to why) and in turn youll get 1 Isomerase of 78-85% in turn. This makes almost all looted isomerase enzymes that everyone deletes worth at least something. Next i propose an Enzyme Manipulation 5*. This will give the wielder the ability to one time radial menu an enzyme and increase its quality. I.E Isomerase you would have a chance to get a random increase of 1-10% increase in quality, Lyase would be an increase of 1-5 and hydros would be 1-3 M/P(Potency/Mutatigen). Lastly a new addition of appearance Mutations/Color options for existing appearance mutations and they would be kept secret and needed to be discovered. This would be a nice revive to a pretty known system that has lost its excitement.
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Greetings!
I've been enjoying the Hard Modes very much so, its opened a path to theory crafting new build ideas and ways to handle the various challenges and has made for some awesome fun times, hilarious shenanigans and a great deal of community engagement.
Here's the elephant in the room. Jewelry loot crates drop rate % (assuming 1.8% drop chance based off an estimation of 20~ HM completions and 3x crates existing thus far) and average time to completion of a single set based off of 18 total mobs (bosses/experiments etc.) capable of rolling the drop meaning full clear all 3 Hard Modes every day with an estimated 2% drop chance as well as a 1 in 36 chance per crate to get a item for your desired "set". I put this information into a robot and here are the statistics, please keep in mind that this doesn't include people sharing/selling their crates/loot. just raw drops and acquisition comparison. Calculations based on completing a desired 3pc set.
Current model: RNG only — all bosses roll at drop rate full clear
Avg crates/sweep - 0.360
Your crates/sweep - 0.0450
Avg sweeps (personal) - 1467
Median weeks - 183.7 weeks (3.5 years)If the final boss was guaranteed to drop 1 crate:
Guaranteed drop model: Final boss of each HM always drops 1 crate Full Clear all 3, every day, say 3 hours for all 3 or 21 hours a week
Avg crates/sweep - 3.360
Your crates/sweep - 0.4200
Avg sweeps (personal) - 157
Median weeks - 19.4 weeks (4.3 Months)From a general player perspective, even with adding a guaranteed drop to the final boss, the grind would still be rather insane, being more realistic and saying ~9 hours a week or 3x complete runs a week with a guaranteed drop from end boss equates to 45 weeks (10 months on average, doesn't include those of us with shit luck) for 3pc set completion.
I understand this is a touchy subject as loot is involved, rather powerful loot i might add and all other loot IMO should remain at its current value (maybe junk loot gets a little increase), the below update suggestions would pertain only to jewelry crates:
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Move to Guaranteed Drop from each end boss
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brings the grind down from years to months
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Add a HM Token drop to last boss for all players 1x token per instance clear
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gives incentive to running them if bad luck strikes you down
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Add HM vendor to purchase crate.
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Crate RNG still applies, economy will continue to grow as participation continues since there is no guaranteed "buy the one you want"
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Crate costs 4 tokens
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At 4 tokens per crate to purchase, assuming 3x full clears each week or 9 tokens a week plus above mentioned changes moves the average time to completion for a single set to 11 weeks. still nearly 3 months, but I'm trying to adjusting this to account for the economy as well as we have 8 characters and my assumption is most people may like to get more than 1 set or the same set for multiple toons.
Love you all, and thank you for the amazing content to enjoy

Historical reactions: Like × 3
Thanks for taking the time to put this together and for the thoughtful analysis. It’s important to remember that Hard Modes, the jewelry system, and many of the supporting Chapter 7 systems are still very new. We don’t yet have the complete chapter roadmap released, and there are additional systems and content planned that could significantly impact acquisition rates, progression, and overall balance. For now, we’d like to let the data continue to develop and see how these items circulate through the economy and player base over time. Rather than making adjustments based on early observations, we’ll table this discussion for the moment and revisit it once more of the Chapter 7 content and systems have been released and we’ve had time to evaluate the full picture. We appreciate the feedback and will definitely keep it in mind as we continue monitoring the system. Orton Evolve Community Manager -
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So, I have no idea if this is in the realm of possibility as I do not know if a buff could impact space mining at all, but what about an entertainer buff for increased asteroid chunk yield, like the current Hand Sampling buff? If it is possible, perhaps as a new buff that could be purchased with entertainer tokens.
An alternative means of acquiring the proposed buff: a new 3 piece set, granting increased asteroid chunk yield, and lower chances for getting attacked by asteroid bandits while mining, Currency for this as trader tokens, but as some would have the tokens to immediately buy this, perhaps new token currency obtained from space mining at a fairly slow rate, or through some other new means that could be expanded upon in the future. Also another idea for means of acquiring: Space duty mission tokens. Unsure of what a good price would be, but certainly not a small amount.
Would not be a huge yield increase, but a little something extra to help ease a tedious task go a little quicker, 10-15% increase perhaps, and same percentage to lower chances of getting attacked if included?
No trade shared also
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Our tool area is fantastic. I wanted to post something that might help our tool serve us better. Since we have a new Chef system where we can focus one side or another for specific results.. is it possible to slightly modify our Schematic section accordingly? If I wanted to make Citros Snow Cake, I will go find it and our tool shows the current resources that are currently best for it AND server best. Can we add and option to prioritize this? like I want a Flavor focused Citros Snow Cake which likes the FL stat 66% and the OQ at 33% so maybe an option or check box so we check that and uncheck the other option which is normally Nutritional Value and see what we have then! We need a FL column in the current resources section but the devs already know that since I mentioned it.

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As the title states, Riposte chance doesn't really do anything right now (even in the boxes in battlemaster, or the shii cho form either).
However, it is also one of the stats on LS jewelry pieces, I would suggest changing the 1 Riposte chance on each piece to one of the following
1 strikethrough chance
5% chance to fast attack jedi strike (25% with 5 pieces)
1% armor neglect
1% LS damage
or
3% saber burst fast attack chance (15% with all 5 pieces).This would help the set as a DPS jewelry set, and get rid of a currently wasted stat on the jewelry.
I know there is probably a plan for the riposte chance in shii cho and the battlemaster boxes, but for now people can simply use a different form or not take those boxes. I suggest this change to the jewelry because it's otherwise good and functional now for the most part, just a bit of a wasted stat on the jewelry. -
Hey hey, good morning Evolve! I've been hitting the new creature system hard, breeding, egg searching, etc. Had some things I was wondering is all.
Are there plans to allow CH to train skills? I was mainly thinking about the special ones like truffle pig, resource scavenger, etc.
It looks like all my pets, both from regular taming and egg searching, seem to have the same dps, armor, and some others. Are there plans to change that up at all?
So far, all my breeding attempts have resulted in roughly the same stats, but way lower than the parents. For instance, I bread a pair of Grauls. One parent had Is "Offensive Dodge reduction 6 and the other parent had "Offensive Parry Reduction 11. Both parents had 0 on all other stats. The egg that resulted ended up with "offensive Dodge reduction 4" and "offensive block reduction 7" with zeros on all other stats. The parry rating is also at 0 even though the parent had 11. Is this normal?
Quick edit about one more thing before I forget again lol... It seems that even though I click "guard", the pets will not attack unless I tell them to. I do get the popup for each pet stating it has been set to "defensive". Once I tell them to attack the first time, they* will usually automatically go after another aggroed target but, 3/4 of the time, only the first pet I called will attack. The other two will just run behind me and have 0 aggro even though the first pet is fighting. What I've been doing for now is face smashing the creature attack command and requiring me to have the target selected of course.
Ok, I think that's it. Sorry bout the wall of text lol.
Thanks y'all!
Hi there! I have been working and learning the breeding process myself and have asked questions also about it, So basically BOTH parents need the SAME stat in order for you to breed and it inherit the stat you want to max out. it will take multiple generational breeds in order to max the stat out. So if you want more than one stat to max out you need BOTH parents to have those stats. As far as the other question, I am not sure on, will have to ask about that one.
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