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23 Gathering Thatch


About YellowJacket

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  1. YellowJacket

    Extinction Official 441,442,443 all down

    Yeah its amazing lost char, what a great weekend so far, missing 10h of imprints because of this poop and now also missing all of the rest due to loss of char, good job wildcard, great fixes to lost chars btw.
  2. YellowJacket

    Extinction Official 441,442,443 all down

    Completely rediculous bullsh** first we have to deal with permanent "255" ping for months and now servers go down without any warning and stay down for 5+ hours, depite PLENTY of outage reports being sent in. People can't play, have their characters needed for imprint stuck on the server and/ or have to stay in the serevr browser klickign refresh to log in as soon as the server starts up to not lose valuable dinos/ items because obviously due to the crash they have no remote idea where on the map they will be when the server comes back up. And the fact that getting some crashed servers online again takes longer than most studios take to do a full server maintenance is nothing but embarrassing. The game is definitely "ready for retail" ... But I guess the money potential of ARK is reached in their eyes so no one even cares anymore.
  3. YellowJacket

    Official Extinction Server 442 Down

    443 down over 2h now; its especially great because my char thats stuck there while I have imprints to do on other servers. *facepalm*
  4. YellowJacket

    discussion Main traders/breeders question

    Yes I know every egg rolls individually, I was talking as an average expectation value, as the mutation roll on eggs is a binomial probably calculation. Ofc with bad luck you could hatch 10000 eggs without a single mutation.
  5. YellowJacket

    discussion Main traders/breeders question

    Basically what the guys above me said, although IF the chance for a mutation thats stated on the wiki is even remotely right (which I doubt, but I tend to be unlucky usually), even with the effectively halfed chance with 499 clean fems and 1 male you'd get 1 mut in every stat each batch of eggs. That being said imo that way of breeding for mutations, regarding the tame cap, is completely retarded. Point still stands though, that the general mutation thing is a bit of an issue with the cap, everyone is holding onto all clean females they somehow can just to use them for mutation breeding later on.
  6. YellowJacket

    discussion Main traders/breeders question

    For me a very big reason why I'm selling clean lines and don't "finish" the line with tons of mutations in hp/ melee // weight/ melee is because of teh tame cap itself. It is a massive pain in the a** to get anything done in the first place with server cap, not to mention breeding a line until you have 20+ melee mutations, and 20+ in the other important stats... it's just not going to happen if the server you're on is tame capped 95% of the time. Also another huge reason is that their value, for some odd reason, in selling is a lot higher than for "dirty" lines. I assume this is because people a) like to get their own mutations and b) think that its a huge advantage to improve their stats on, which is debateable because of the way most people who breed for mutations get them (aka the 499 random fems+1 all stat male). Generally the aim should be to get the dinos to base lvl 379 with as los was possible speed stat, because that would cause people to prefer those dinos to use them over trying to improve them further and further; I see this with myself: I can without shame say that my current Ankylos are pretty good, they are full of mutations because some of the satats came form people who didnt care about muts, despite that they are pretty solid. BUT I see myself trying to get more melee/ weight mutations on them just to further improve on those, I still haven't raised one for myself to use because I know they will likely be better relatively soon anyways. I wouldn't do that if they already hit the "magic" 379.
  7. YellowJacket

    Spino Breeder Stats - Wutcha got?

    That's because on a tamed dino the melee gets modified with the taming efficiency. A baby will ALWAYS have the same melee at the same stat points, as babys always have 100% TE.
  8. YellowJacket

    Spino Breeder Stats - Wutcha got?

    That is something I don't believe unless I see a screenshot. 4.4k stam is 116 stat point son a spino, which is basically impossible to archieve, same goes for 150 stat points for 1400 weight. 451% melee is bullpoop and not possible as a base stat on a spino, as the stat points of spinos in melee go 55 = 449.2%, 56=455.1%, 451% isn't a possible value on a baby. Aberrant dinos get a slight hp nerf on their tamed versions (e.g a 45 point hp stat on a normal spino is 7k flat, on a aberrant spino 6720), in return aberrant dinos have slightly higher base dmg (not as in melee % but as in base dmg value) Online stat calculators such as for example dododex only work for pre-tame stats, after the tame melee for example gets modified with a additive and multiplicative modifier causing it to be a lot higher than on a wild dino, for example 30 stat points melee on a wild spino is 250%, while the same 30 points on a tamed one is 302.2% obviously dododex calc being made for wild stats it will give you a completely wrong result. Use this: https://github.com/cadon/ARKStatsExtractor for pot-tame stats. To answer the original question regarding the unmutated stats, so far I've heard from friends that they got aberrant spinos with 40 points (6k) hp and 47 points (402%) melee unmutated, generally though i'd say everything over like 6k hp, 372% is pretty good.
  9. YellowJacket

    Reaper King

    Oh thanks for noticing, something was wrong with my calculation.... with 100% imprint (30% reduction) and the 70% reduction without light 25k is 119k eHP. Still Megalos with 12k base hp will likely start to exists soon enough, so their tankability will likely be very similar; plus as you already noticed yourself a little bit charge light absolutely destroys the Reapers eHP compared to the Megalos. As far as the HP gain goes, taking the 35 point, slightly above average stat again and assuming 100% imprint (...blahblah you read my original post) and putting all 71 lvlups into hp will result in just short of 74k hp, thats 356.5k eHP with imprint buff and without light. A 9k base hp Megalo will with go to 51.5k, which results in 375k eHP, so actually while the reaper gains a lot more health due to the saddle the Megalo's health scales quite a bit better. And as I already mentioned multiple times, 9k hp for a Megalo isnt particulary high, we'll probably be seeing 12k base hp at some point. What is very true though, is when unridden the Megalos are less than worthless, their dps is a huge pile of nasty poop unless someone does sit on it.
  10. YellowJacket

    Reaper King

    Fair enough; still that "only" brings a Reaper to 56keHP, which is still pathetic compared to the Megalos that will exist in say half a year. Also I calced with 100 armor, keep in mind saddles can reach 125.
  11. YellowJacket

    Reaper King

    Easily. I'll run some calculations, it's important to note that I will assume both the Reaper and the Megalo to have a 100% imprint rider buff. Also assuming you pump all 71 in melee in this case to ease it down. Ok for the Reaper: assuming 35 points hp and 35 points melee (which is above average even for a perfect 150+75) it's stats with all lvls pumped to melee will be: 25380 HP, 856.5% melee => eHP with imprint buff and 15% no light reduction: 37943 dmg per hit with current 75 base dmg: 835 dmg per hit with 100 base dmg: 1113 Now a good-ish Megalo, 41pts HP, 40pts melee base, which I currently work on breeding: 10800 HP, 956% melee Using a 100 armor saddle and a Armor modifier of 4 (thats against being shot and the modifier most dinos have anyways) HP=(eHP-(30% of eHP))*(100 / (100 + 4 * ARMOR)) (Armor formula, a bit modified to give eHP and not dmg reduction numbers; dmgTaken=(dmgDoneToYou-allReduction)*(100 / (100 + 4 * ARMOR)) => ~77k effective HP! That's twice of the Reaper. (It's because of how the dmg reduction of saddle gets applied after all other dmg reductions) Also it will hit for: 981.8 dmg, considering the 79 base dmg of the aberrant version. But wait, there's more! Considering people doing hard core stat breeding it's just a matter of time until we have Megalo stats of around 12k base hp, 449 base melee. With those we have ~111k eHP with rider buff and 100 armor (without 1 lvlup in hp that is) ~1221 dmg a hit For the fun of it we can also add mate boost to that; Reaper can't. =>171k eHP, 1649 dmg a hit. That's about as hard as a non-bred Giga would ever hit, probably higher even.
  12. YellowJacket

    Reaper King

    I'm going to admit that I didn't read this entire thing here but well: Traps don't have to be bad for spawns necessarily, if people know how to build without blocking spawns (e.g. location, or building with structures that dont block spawns), also unless they're as*hats most people wont obstruct pathways too much wiht their traps either. Now to the Reaper itself: Not having a saddle is a huge downsite, but whatever, probably for balance purposes with the dmg reduction without charge light. Also can't really compare it to a Rex because Rex aren't anywhere close in mobility to the Reaper and are basically a mount for one purpose only, which is combat. Meanwhile the Reaper is sort of able to do a bunch of stuff. No Reaper(s) will ever even come close in their eHP to good bred Rex, because of the saddle and because of how the saddle dmg reduction gets applied AFTER every single other kind of dmg reduction (namely imprint and mate boost). Neither will they reach the dps potential of a Rex with the melee stats we're likely going to have in the near future - even now 461% base melee is available on forums, which can bring a Rex as high as 1217% after imprint and lvls. To match that dps a reaper would have to have 1006% melee, which is a) very unlikely for you to get (especially to reproduce after you got it) and b) not considering Rexes can be mate boosted. That being said I already mentioned before Rex only has that 1 purpose and crap mobility. Generally though, I would like to mention that for Aberration purposes they are (at least on the PvE site of things) very capable combat mounts. A guy on my server got lucky enough to get a 46 point base melee on a reaper (396%) and 100% imprint and whether with or without charge light it demolishes any lvl reaper queen, a lot easier WITH the light though. Still I would appreciate them having a small buff to their base dmg, to maybe 80 or 90, maybe even 100, considering the 75 they do have right now is less than an Aberrant Megalo (which opposed to a "normal" Megalo has 79 base dmg) which is even worse if you consider soon enough there will be those Megalos with insanely high base melee too, with the faster attack speed they'll outdps a Reaper, even a good one, so much that it won't even be funny anymore. Even with 100 base dmg I think they'd be balanced against the other maps creatures and they'd sort of be the apex predator on Aberration that they're meant to be, until people get really good stats on Megalos.
  13. YellowJacket

    Reaper raising

    After 4-5h sounds pretty unrealistic to me, that sounds about right for a rex with decent weight stat on default rates, but if the baby is any longe rthan a rex it wont go to juvi, especially because they've got lower weight than the average bred rex im pretty sure. But yeah lmk how it goes on the x16 rates. ChilliBean I'd actually think that reapers arent really well suited for teh boss fight, because they dont have a saddle, and in a boss fight you really want to use saddled dinos, at least for all other bosses.
  14. YellowJacket

    Reaper raising

    Hello, I was wondering if anyone actually knows the exact raise times on the reaper (especially baby phase). I tried to find info on them but can't find any info besides that the gestation on official x1 rates being 12h. 12h gestation sounds very long, and as they're more or less the giga of the map I'm expecting a long raise; found some rumors of ~20h baby phase, so similar to a yuty. The only issue is during baby phase appearently the baby aggos you without the pheromone buff, and considering the buff lasting only 300 seconds one would need ~240 pheromone glands just to get past the hand feeding phase - which in my opinion is insane. I'd appreciate any info on this, even from unofficial If you add your rates so it would be possible to calculate what it'd be like on official.
  15. YellowJacket

    Best color mutation

    I am on official PvE, yeah. Some day those sabers will likely be for trade, but I'm still working on the stats now, still need better food, weight and speed (and eventually melee as I only got 370 Base) and I won't sell "unfinished" lines.