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Las mutaciones son alteraciones aleatorias de las estadísticas y el color aplicadas a las criaturas que nacen de la cría en criaturas domesticadas. Para más información acerca de este tema, puedes consultar algunos enlaces a páginas externas para saber más acerca del funcionamiento y resultados. Si sigues leyendo esta página, también podrás aclarar muchas de las dudas que puedas tener al respecto de las mutaciones.
Probabilidad de mutación[]
Por cada descendiente pueden ocurrir hasta tres mutaciones, cada una con un 2,5% de probabilidad, suponiendo que ambos padres sean elegibles para recibir una mutación. Si ocurren múltiples mutaciones, pueden afectar las mismas estadísticas o diferentes.
La probabilidad de al menos una mutación en una descendencia cuyos padres tienen menos de 20 mutaciones matrilineales y patrilineales es del 7,31 %, para al menos dos mutaciones es del 0,184 % y para tres mutaciones la probabilidad es del 0,00156 % .[1]
La probabilidad de al menos una mutación en una descendencia cuyo padre "mejor estadística" tiene 20 o más mutaciones es del 3,34 %. [2]
La probabilidad de al menos una mutación en una descendencia cuyo padre "peor estadística" tiene 20 o más mutaciones es del 4,07 %. [2]
La probabilidad de al menos una mutación en una descendencia cuyos padres tienen las mismas estadísticas y uno de los cuales tiene más de 20 mutaciones es del 3,70 %. [2]
La probabilidad de que haya al menos una mutación en una descendencia cuyos progenitores tengan más de 20 mutaciones cada uno es del 0 %. [1]
Mecánica de mutación[]
Las mutaciones estadísticas se determinan y aplican en los siguientes pasos (del código en [1]):
- Selección inicial de estadísticas de los padres (técnicamente no es parte de las mutaciones).
- Seleccione una estadística para la mutación.
- Asignar a una madre/padre como fuente de mutación potencial .
- Tirada aleatoria para mutación (2.5% de probabilidad).
- Aplicar mutación y cambio de color.
- Repita #2-5 dos veces más.
Muchos artículos sobre mutaciones mencionarán "mutar una estadística en un padre" o un lenguaje similar, lo que puede resultar confuso si eres nuevo en la crianza. Para ser claros, solo las estadísticas de la descendencia se modifican/mutan, después de que se configuran inicialmente en el paso n.º 1 anterior. La mecánica de mutación asigna a uno de los progenitores como fuente de mutación, pero en realidad no está mutando a la criatura progenitora.
Cuando lee "el padre tiene 20/20" o similar a continuación, se refiere al total de mutaciones en el padre: sus Contadores de mutaciones Matrilineal+Patrilineal. Consulte la sección Contadores de mutaciones para obtener más detalles y también el código en [1].
1. Initial Stat Selection from Parents[]
The initial stat values are selected from either the mother or the father, with a 55% chance that the stronger stat will be selected. For example if the mother has 20 wild levels in melee and the father has 30 levels, it is 55% likely that the offspring's melee value will initially (before mutations) be set at +30 levels.
2. Selecting a Stat for Mutation[]
(This step along with the next three are repeated for three iterations.)
A single stat is selected for possible Mutation. Only stats which can be leveled up for the species will be selected.
3. Assigning a Parent as Source of Mutation[]
One of the parents is chosen as the source of the mutation, again with a 55% chance that the stronger parent (in that stat) is chosen. This is a completely independent check from the initial stat assignment, meaning that the father might have provided the offspring's initial melee stat, but the mother is the source of a mutation to it.
If the source of the mutation has reached the 20 mutation limit, then this mutation chance is lost and a new iteration (if any are left) begins at #2. For example, if you breed a 20/20 father and a 0/20 mother and on mutation iteration #1 (of 3) the father is chosen as the source for a mutation, the mutation does not happen (the 2.5% chance is not even evaluated) and the iteration is complete. This of course reduces (by approximately 50%) the already-slim chances of a mutation actually occurring so if you want the full 7.31% chance of at least one mutation, both parents must be <20. See the section below on mutation Stacking for more information about breeding maximum stats.
4. Random Roll for Mutation[]
If the "source" parent is valid, then the 2.5% chance is evaluated. If this check fails, this mutation iteration is complete and a new iteration (if any are left) begins at #2.
5. Apply Mutation and Color Change[]
If the mutation check succeeds, then the offspring's stat is evaluated; if it's determined less than 255 levels it is then given 2 wild levels and the mutation counter on the side (Matrilineal/Patrilineal) of the source of the mutation (not the source of the initial stat) is increased by 1. Additionally, a random mutation to a color region will occur. This color mutation may not be obvious due to it resulting in a very similar color to one of the parents, or due to the algorithm choosing a color region not used by the species.
According to the code at [1], any of the 56 colors can be selected for the resulting Mutated color. However other testing from [3] appears to show a bias for the brighter Color IDs of 1-18.
6. Repeat #2-5 Twice More[]
Regardless of whether or not a mutation occurred, the process is repeated twice more. The same stat may be affected twice (+4) or even three times (+6) if you are especially lucky!
Mutation Counters[]
The Ancestry screen for each creature shows a mutation counter on both the Matrilineal (mother's) and Patrilineal (father's) side. These numbers do not show the actual mutations on the creature. Rather, they are a combination of the parents' mutation counters plus any actual mutations expressed when the baby was hatched. Without knowing details of the ancestry of a particular creature, it is impossible to tell how many actual mutations have been a) carried forward from a parent or b) expressed at birth (though with some reverse-engineering it is possible to make some guesses). The reason the numbers are given as X/20 is explained below.
Wild creatures begin with zero mutations on both sides. Baby tame creatures (from breeding, not from stolen eggs e.g. Wyvern) inherit a base mutation counter value from each parent. This base value is equal to the parent's own matrilineal + patrilineal counters.
- Mother's Matrilineal + Patrilineal = baby's Matrilineal counter
- Father's Matrilineal + Patrilineal = baby's Patrilineal counter
Additionally, if Step 4 above results in a mutation on a baby's stat, the mutation counter for the source of the mutation is increased. If mother was the source of the mutation (not necessarily the source of the initial stat), the Matrilineal counter gets +1. If the father was the source of the mutation, then baby's Patrilineal counter gets +1.
When considering creatures as potential parents, if the creature's combined mutation counters (Matrilineal + Patrilineal) is greater than 20, then any potential mutations which have that parent as the source (Step 3 above) will automatically fail.
Note - previous writeup said that only Patrilinial number matterd for fathers, and only Matrilineal number mattered for mothers, but this is contradicted by the code. See calc for RandomMutationCount and RandomMutationCountMate at [1].
Here is an example showing some possible mutation counter results for Mutated and non-Mutated babies:
Matrilineal/20 | Patrilineal/20 | New Mutations | Description | |
---|---|---|---|---|
Madre | 1 | 4 | N/A | N/A |
Padre | 10 | 5 | N/A | N/A |
Bebé 1 | 5 | 15 | 0 | No successful mutations; baby inherits M+P counters from each side |
Bebé 2 | 5 | 16 | 1 (+2 levels to a stat) | Father was the source of the mutation; +1 to P counter |
Bebé 3 | 6 | 15 | 1 (+2 levels to a stat) | Mother was the source of the mutation; +1 to M counter |
Bebé 4 | 6 | 16 | 2 (+2 levels to 2 stats/+4 to one stat) | Both parents were the source of a mutation; +1 to both M & P counters |
Because the mutation count is stored as a signed 32-bit integer it's possible that mutation counters will be expressed as a negative number. This happens when the count would have exceeded 2,147,483,647. The signing bit is then reversed and a negative number is observed. The inverse is also true, when two extremely small numbers are added together and exceed -2,147,483,648 the signing bit will flip producing a positive number. For all intents and purposes these negative numbers are still less than the maximum of 20, therefore a male with a negative mutation count can be bred with a female with a < 20 mutation count and be eligible for the 7.31% chance of a mutation occurring.
Cómo criar supercriaturas[]
Selective mutation breeding / mutation stacking
Note: The goal of this process is to obtain a level 449 creature that has NO levels in any stat except the ones you explicitly want. That's why we're starting with a level one-ish dino in step 2.
- Breed a creature that has the best stats that you can find. – the creature has to have less than a combined mutation counter of 20
- Get a low level creature that has 0 levels in each of the stats you aren't interested in, e.g. Oxygen, Food, Weight, and Speed. All creatures are limited on Official Servers to level 449 or less so every level counts.
- Get a breeding pair of 1 male and as many females as you can (the more the faster the whole process gets) all with equal stats to the creature from step 1 with the best desired stats. Ideally, they (especially the females) should all have the same stats and 0 on their combined mutation counters.
- Breed… a lot.
- Get a mutation in the stat you are looking for (e.g. Health)
- on a baby that inherited the lower stat of both parents
- on a baby that inherited the higher stat of both parents
- Breed your new mutation to a male creature.
- Swap your original male from step 3 with the new mutated (e.g. Health) male creature.
- Repeat point 5.2 - 7.
- Stop if your creature reaches level 377 – The Official Server creature level cap is level 450 (included), 449 - 72 = 377. Any creature that reaches level 450 (included) will be deleted by the game (official servers). Every species is different and may benefit from fewer domestic levels in certain stats. Some math will be required to figure out the optimal distribution of stat levels for your species.
- Stop if you reach 254 levels in specific stat – Ark will prevent a stat from being leveled if the wild level count for that stat is 255 but not if it is lower and not if the stat's wild levels plus the stat's domestic levels meet or exceed 255.[4]
Note: The male creature's mutation counter will exceed 20. This isn't an issue as long as you continue to use females with a combined mutation counter less than 20. The male's will continue to contribute their high stat levels while the females will continue to offer mutation chances.
Ejemplo: Breeding a god Rex.
- Starting Rex stats bred from all best Rex's you have.
- Getting a level 1 Rex. (May require taming a few low level Rex's and breeding them together to get 0's in all of the stats)
- Breeding a Rex that has no points in undesirable stats, e.g. Oxygen, Food, Weight, and Speed.
- Selective mutations breeding – for a very long time
- In this case the goal was to get high levels for health and melee, so every health or melee mutation was used.
- Final stats
- Breeding for color – such an OP creature needs to look nice too
Every new color mutation that appeared in the process was kept, so in the end there were around 200+ Rex's of every color imaginable on each color region.
The Rex in the example was bred a little different, all levels in movement speed were eliminated in the end.
FAQ[]
- Why did my baby creature get +2 levels in a stat, but the colors seem to be the same?
- The color mutation can target any of the six color regions, however not all creatures use all regions, so it is possible that the color mutation is invisible. For example, if color regions 1, 2, or 3 are targeted for mutation on a Sabertooth, you will not see any visible color change.
- Another reason for not seeing a color mutation is that the mutated color is the same or very similar to the original color.
- Why did my baby creature get a color mutation, but no visible stat mutation?
- Either a) the stat mutation targeted Movement Speed, which will not result in a visible increase in the stat value or b) the source of the base stat was the weaker parent, who was exactly two wild levels below its mate and so, after mutation, the baby ends up with exactly the same stat levels as the stronger parent. It looks to you like the baby just inherited from the stronger parent when it actually has [weaker parent +2].
- Note that a stat mutation is always detectable through a higher Torpor value and higher total level. That is, if you see that Torpor & total level are higher than expected, it is certain that a stat mutation occurred even if it is not obvious.
- Why did total level go up, but there is no visible stat increase and no color change?
- This can happen as a combination of the first two cases. The only thing that visibly changes is the Torpor and the total level.
- Can the mutated color be the same as the original color?
- Yes, the mutation color is chosen randomly.
- Can a creature mutate twice at the same time?
- Yes, up to three mutations can happen for an offspring, with +2 wild levels on a stat one color change for each mutation. Multiple mutations can target the same stat, so you could see +4 or +6 wild levels on a single stat.
- Can creatures be bred infinitely to increase their stats?
- No, there is a level cap of 450 on official servers, any creature that reaches level 450 is deleted by the game (official servers). Note that selective mutation breeding is a very long process and it’s going to take months of real time, until that limit is hit.
- Could a low level creature with 3 mutation in a stat used to transfer these mutations on a high level creature to increase its stat-values?
- No, mutations cannot be transferred to other creatures. Only offspring can get new mutations. As well, the game does not record which stats on a creature are mutated or by how much. Once the mutation algorithm is finished and the baby is hatched/born, the only data recorded is the current levels in each stat and the total Matrilineal and Patrilineal mutation counters. The game does not record whether the current stat levels are naturally inherited or mutated.
- Can the offspring of parents with total mutations (Matrilineal + Patrilineal) of greater than 20 have mutations?
- No, at least one parent with a total mutation counter of less than 20 is needed to have an offspring with a mutation. If only one parent meets this requirement, the chance for a mutation is approximately halved..
- Can the offspring of a parent with more than 20 total mutations have inherit a stat of this parent and have a mutation on this stat?
- Yes, if the other parent has a mutation counter of less than 20.[5] This method is used in selective mutation breeding. See the detailed mechanics above regarding the source of the initial stat vs. the source of the mutation. Either parent can be the source of the initial stat, but only a <20 parent can be the source of a mutation.
- Does a high mutation counter imply a good creature?
- No. The mutation counter doesn't reflect the stats of the creature and is independent of them, so a creature with 0 mutations can have very high levels and a creature with a high mutation-counter can have 0 levels in each stat. For more information watch one of tagbacktv’s videos on mutations.
Problemas con la Suma de Mutaciones[]
Para los casos en el que observes que las mutaciones se sumen por generación, cuando se le suma todas las mutaciones a la cria, les daré unos consejos. Un ejemplo para explicar este problema y no entender como suceden las mutaciones en las actualizaciones recientes (23/02/2022) sería el siguiente.
Tenemos una pareja base de Rex (Un Rex macho y hembra con el mismo nivel y con las estadíasticas identicas), al conseguir la pareja base tenemos que decir que estadística queremos mutar, en mi caso quiero que mute en daño de cuerpo a cuerpo. Antes de empezar a sacar mutaciones debemos que sacar de 4 a 8 hembras crías de nuestra pareja base, esto para acelerar la producción de huevos fertilizados y tener una mutación en menos tiempo. Al tener alrededor de 4 a 8 hembras las pondremos alrededor del Macho Rex base y empezamos a criar bebes.
El siguiente paso es obtener un Macho con una mutación, se puede observar si vemos que la cria tiene cambio de color o 2 niveles más ( en mi caso la pareja de base Rex son 312, por consiguiente se debe ver una cria 314), si el Macho mutado de 314 tiene la mutación de daño aumentado completaríamos este paso, si sale una hembra 314 con el daña aumentado o crias 312 no son utilies para esta guia. En el caso que la cria macho tenga 316 con el daño aumentado solamente tambien sirve, si muto en daño y otra estadistica no te servira si quieres 20/20 mutaciones de daño.
Teniendo el macho mutado que acabamos de tener tendríamos que esperar a que crezca sin darle impronta y quitaríamos el macho Rex base de 312 y en su lugar pondríamo la cria de macho 314 y empezamos a criar hasta sacar una cria macho de 316 con mutación en daño.
De esta manera repetimos hasta llegar a las 20/20 mutaciones posibles.
De este modo las mutaciones no se sumaran de generación a generación. Recordemos que la cría tiene una linea de mutaciones de la Madre t del Padre.
La linea Matrial de la Cria = La Linea Matrial de la Madre + La Linea Patrial de la Madre (Madre)
La linea Patrial de la Cria = La Linea Matrial del Padre + La Linea Patrial del Padre (Padre)
Durante este proceso no cambiaremos a ningun hembra, solo los macho se cambiaran cuando se haya encontrado un macho una mutación de la estadistica esperada.
Explicación[]
Al tener la pareja base de Rex (312 cada uno) los dos tiene 0/20 mutaciones, al conseguir la cria macho con mutacion se le agregara un 1 en la linea Matrial o Patrial.
Al poner a criar el macho 314 con 1/20 con las hembras con 0/20, sus crias deberian salir 1/20 en el Linea Patrial y 0/20 en la Matrial, ya que al sumar nos saldría esto:
Linea Patrial de la Cría =0/20 (Madre) + 1/20 (Padre) [En el caso que la mutacion haya salido en la linea del Padre]
Linea Matrial de la Cría =0/20 (Madre) + 0/20 (Padre)
Al sacar una cria macho 316 con mutación en daño sus lineas estaria asi
Linea Patrial de la Cría =0/20 (Madre) + 2/20 (Padre) [En el caso que la mutacion haya salido en la linea del Padre]
Linea Matrial de la Cría =0/20 (Madre) + 0/20 (Padre)
Con esto las mutaciones salen por generación +1 o +2 dependiendo el tipo de mutación. Esto se usa por si al criar te salen crias con 3/20 y 1/20 con solo dos mutaciones, asi nunca llegaremos a las 20/20 limpias sino por mutaciones falsas.
Más adelante pondre imagenes por los que no entiendan bien.
Galería[]
Enlaces externos[]
- Mutation probabilities explored (includes JSON data) by mgxts on Reddit
- Mutations and You - A Guide on Breeding Mutations by daymeeuhn on Reddit
Referencias[]
- ↑ 1,0 1,1 1,2 1,3 1,4 1,5 Mutation-probability on reddit
- ↑ 2,0 2,1 2,2 https://docs.google.com/spreadsheets/d/1mRXbPVCHC0suV_OJnr3fuycvROlWhzFGKhp7SbSSCc0/edit?usp=sharing
- ↑ https://www.reddit.com/r/playark/comments/66n962/mutations_and_you_a_guide_on_breeding_mutations/
- ↑ This was verified by admin spawning a creature and checking it's stat levels with the Admin Rifle. The raptor had 252 melee and 255 speed. Speed levelup was disabled in the creature's inventory, but melee was leveled an additional 11 times without issue.
- ↑ mutations and you on reddit
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