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Guide: Combat Preparation
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SWG Stratics

Joined: Jan 7, 2004
Messages: 29556
Offline

Character Statistics

Your characters statistics can be viewed on the Character window. By default this is assigned to the C key.
 
Health and Action
 
Heath - Health is a measure of your physical condition. It is a pool that is reduced every time you take physical damage. Should it reach zero, you will be incapacitated. Some enemies will instantly kill you when your health reaches zero.

Action - Action is a measure of how rested your character is. As you grow tired, you will see your Action pool being depleted. A task cannot be attempted unless you have enough Action to attempt it, such as special moves.

Sub Stats


Chapter 6 - Combat Changes
Chapter 6: "Masters of the Wild" Publish Notes 05-22-07

There have been significant changes to the internal workings of our combat engine. Game play for the end user should remain unchanged, but some new results are possible once you pull the trigger.

New Values:  Miss, Dodge, Block, Parry, Strikethrough, Evasion and Punishing Blow

Miss
  • NPCs and players with ranged weapons in Auto-Aim mode have a base 5% chance to miss their target. Factors such as debuffs and movement increase the player's chance to miss. Buffs and the strength stat reduce the chance to miss.
  • The base miss chance for melee and ranged in Manual-Aim mode is 0%.
Dodge
  • Dodge is a defender attribute that gives a chance to avoid incoming damage. On a successful roll, the attack will be treated as a miss and no damage will be applied.
Block
  • Block is a defender attribute that has a chance to mitigate additional damage based on the defender's block score. Block mitigation is applied after armor so it is possible to reduce incoming damage to 0 with a high enough Block Value.

    (Block Value + Strength) / 2 + 25 = Block Value

Parry
  • Parry is a melee defender attribute that will allow the defender to negate a successful attack. Normal parry can only block other melee attacks though Lightsaber weapons can parry ranged attacks as well.
Strikethrough
  • Strikethrough is a type of critical which instead of adding damage will bypass a % of your target's armor. Strikethrough amount is based on the attacker's Strikethrough Value.
Evasion
  • Evasion is a defender attribute that will allow the target to avoid a % of damage from an Area Effect attack. The amount of % evaded is determined by the defender's Evasion Value.
Punishing Blow
  • A punishing blow is a type of critical only available to NPCs that do 150% damage. Elite and Boss category NPCs (as well as those higher level than the player), can land a punishing blow.
Glancing Blows
  • The damage reduction from a glancing blow has been reduced from 96% to 60%. In addition, Elite and Boss category NPCs (as well as those higher level than the player), have a natural chance to receive a glancing blow.
Player Attributes

Constitution: Adds 8 max points to your Health Bar and 2 max points to your Action bar for every 1 point.

Stamina: Adds 8 max points to your Action bar and 2 max points to your Health bar for every 1 point.

Agility: Affects Dodge, Parry and Evasion Chance  

Strength: Affects Block Chance, Block Value, Hit Chance, and adds a damage bonus to melee attacks.  

Precision: Affects Parry, Block Chance, Critical Hit Chance and Strikethrough Chance.

Luck: Affects Dodge Chance, Evasion Chance, Evasion Value, Critical Hit Chance, Strikethrough Chance and Strikethrough Value.  Luck also increases the chance of Lucky events. 

The <> message in the combat fly text means you scored a critical hit. You'll notice that you hit for two times or more of your normal damage, this also works with heals in that you will heal for more damage. 

You can also get Lucky kills in space and ground PvE combat (more XP and faction points for that kill), crafting (critical assembly) and selling junk to junk dealers (more credits for that sale).

Attributes to Hit Type Chance

 



100 points in Agility gives 1% Dodge, .5% Parry and 1% Evasion.

Every 100 points in Strength gives 0.5% Block, 50 points to Block Value and 1% to-Hit.  33% of your Strength is added as a Melee Damage Bonus to your weapon's damage range.

Every 100 points in Precision gives 0.5% Strikethrough, 1% Critical Hit Chance, 0.5% Parry, and 0.5% Block Chance.

Every 100 points in Luck gives 0.33% Dodge, 0.5% Strikethrough Chance, 10.0% Strikethrough Value, 0.33% Critical Hit Chance, 0.33% Evasion and 10% to Evasion Value.

Your Critical Hit Chance varies depending on the target, and is thus not displayed on the Character Sheet.  Melee Damage Bonus, Strikethrough Value and Evasion Value are also not displayed on the Character Sheet.

Every 100 points in Combat Defence: Block, Combat Defence: Dodge, Combat Defence: Evasion, Combat Defence: Parry, Combat Offence: To-hit Bonus and Combat Offence: Strikethrough gives 1% chance to execute each attack.

You character has a base 500 points (5% chance) in Combat Defence: Block, Combat Defence: Dodge, Combat Defence: Evasion, Combat Defence: Parry and Combat Offence: Strikethrough.

Combat Offence: To-hit Bonus has a base chance of 0.  Increasing your To-hit Bonus offsets your base chance to miss.

How the hit type for your attack is decided.

Chapter 7 Changes:

Defender combat actions and attacker combat actions are now independent checks.

Precedence of Combat Results is as follows:

  • Miss, Parry, Dodge will NEGATE Hit, Critical, Strikethrough, Punishing Blow
  • Critical, Strikethrough will NEGATE Glancing Blow

  • Glancing Blow, Block, Evasion will MITIGATE Hit, Punishing Blow
  • Block, Evasion will MITIGATE Critical, Strikethrough

Combat Order

The final resultant damage of any attack is calculated in the following order:

  1. Devastation (Commando Only)
  2. Punishing Blow (MOb only)
  3. Modifiers from Special Attack
  4. Critical Hit/Glancing Blow
  5. Strength Bonus (Melee Only)
  6. Damage determined by rolling random number between minimum and maximum damage of equipped weapon.
  7. Evasion (Area Attack Only)
  8. Modifiers from Buffs and Effects
  9. Armor/Strikethrough
  10. Block

More detailed analysis of all hit types can be found here: Combat Analysis: General Overlook

Kinetic, Energy, Heat, Cold, Acid and Electricity

Sum of the protection given to you by armour.  Kinetic and Energy are the two main types of damage in SWG.

Heat, Cold, Acid and Electricity protect against certain elemental damage and also provide Resistance and Absorbtion to certain Damage over time effects.

Armour DoT Absorbtion.

Damage caused by Damage Over Time (DoT) effect is reduced via armor protections as indicated below:

  • Bleeding/Disease DoT - Cold Elemental Resistance
  • Poison/Acid DoT - Acid Elemental Resistance
  • Fire DoT - Heat Elemental Resistance
  • Energy DoT - Electricity Elemental Resistance

What this translates to:

Note: All percentages are approximate values with a standard deviation of 1%

Elemental Resist - % of DoT absorbed.
1000   - 05% absorbtion
2000   - 10% absorbtion
3000   - 15% absorbtion
4000   - 18% absorbtion
5000   - 22% absorbtion
6000   - 24% absorbtion
7000   - 27% absorbtion
8000   - 29% absorbtion
9000   - 31% absorbtion

Maximum DOT absorbtion possible is 65%.

Armour DoT Resistance.

There is now a secondary resistance check on each DoT "tick" that will give a chance to resist for partial damage. 

Different armor types add an increase resistance to certain DoT types based on the number of slots covered by that armor type.   The effect becomes most pronounced when wearing a similar type of armor over all slots that normally offer protection. 

  • Assault Armor: Resistant vs. Fire/Acid
  • Battle Armor: Resistant vs. Poison/Energy 
  • Recon Armor: Resistant vs. Bleed/Disease

The following information is the approximate total Resistence that each piece will attribute:

1 piece   - 20% resistance chance
2 pieces - 22% resistance chance
3 pieces - 26% resistance chance
4 pieces - 32% resistance chance
5 pieces - 39% resistance chance
6 pieces - 47% resistance chance
7 pieces - 55% resistance chance

The maximum DoT Resistance chance possible is 60%.

You can mix and match the armor you wear to come out with your overall resistence possible.



Message edited by BadgerSmaker on 09/29/2009 05:49:05.



SWG Stratics

Joined: Jan 7, 2004
Messages: 29556
Offline

Preparing for combat:

Equipment
  • Armour / Clothing / Jewellery
  • Weapons
  • Grenades
  • Instant Stimpacks
  • Cybernetics
  • Droids
Buffs  
  • Veteran
  • Profession
  • Usable Item (non consumable)
    Group 1 - Unrestricted Buffs.
    Group 1a - "Targetting Assitance/Healers Touch" group
    Group 2 - "Mustafarian Injector" group (Buff slot 1, group 1 cooldown).
    Group 3 - "Shard of Retaliation" group (Buff slot 2, group 2 cooldown).
    Group 4 - "Wild Force Shard" group (Stim slot, group 3 cooldown).
  • Chef
  • Spice
  • Stims
User Interface and Macros



  Equipment



Armour / Clothing / Jewellery

Top of the line crafted armour is far superior to looted armour, crafted armour can still be made with up to +350 health bonus and you can customise the stats on your armour by using Armour Attachments.

Typical crafted armour stats: 


Reconnaissance - Energy : 7000, Kinetic : 5000, Elemental : 6000
Appearances: Mabari, Tantel, Ubese, Ithorian Guardian, Kashyyykian Ceremonial, and Factional

Battle - Energy : 6000, Kinetic : 6000, Elemental : 6000
Appearances: Bone, Marauder, Padded, Ithorian Defender, Kashyyykian Black Mountain, R.I.S. (quest), Factional and Clone Trooper.

Assault - Energy : 5000, Kinetic : 7000, Elemental : 6000
Appearances: Chitin, Composite, Ithorian Sentinel, Kashyyykian Hunting, Factional, Bounty Hunter and Mandolorian.

Personal Shield Generator - 2400 Energy Resist, 65% recharge time. Note: Absorbs energy damage from ranged attacks only.

What those armour ratings mean:
8200 = Absorb 56.58% of damage
7000 = Absorb 52.50% of damage
6000 = Absorb 48.00% of damage
5000 = Absorb 42.50% of damage

Some armour chest pieces do not allow you to wear the bracers and arms, the Mabari Chest Piece for example. Tantel does however. The only advantage of wearing more armour pieces is that you can have extra mods from the armour pieces.

A good Armoursmith can make armour with custom resists, for instance more Kinetic and Energy resists at the expense of Elementl resists. See your local Munitions Trader for more info.

Once you have your armour, you can add some clothing, jewellery and Armour and Clothing Attachments to increase your Stats. The best source for jewellery items are cl92 Elite NPC's and the best Armour and Clothing attachments come from Munitions and Domestic traders respectively.

These are the locations where you can equip non-armour items:

Non Armour:

Necklace
Ring x 2
Bracelet x 2
Shirt (can apply an "Exotic" attachment)
Boots
Gloves
Belt - You may prefer the extra protection of a Personal Sheild Generator.
Backpack

That gives you a lot of room for stat boosts without giving up armour resists. Profession rewards belts also have stats, but take the place of a Personal Shield Generator.

Armour:
Helmet
Chest (can apply an "Exotic" attachment)
2 x Biceps
2 x Bracers
Legs

Traders can also supply you with Armour, Clothing and Weapon powerups!  These have limited use and each use lasts for a set time only.


Treasure Map Loot

Misc 

Schematic For Ayelixe/Krongbing Textiles Survival Backpack V2 (+20 Constitution, Stamina, Agility, Strength, and Luck)

Level 75: Adventurer Hiker & Hunter Counter-Toxin Wristband Prototype IV (right) (Bleeding, fire, poison absorption 8 )

Level 75: Adventurer Hiker & Hunter Toxin Resistant Wristband Prototype IV (right) (Bleeding, fire, poison resistance 8 )

Commando

Level 85: Traxes BioElectronics Targeting Assist Wrist Implant PTI-IV (Focused Fire Action cost, Focused Fire Critical chance, Focused Fire Damage, Focused Fire Freeshot, + 4)

Bounty Hunter

Level 75: Courier Wrist Communications Scanner SCNv4 (Droid speed 10, PVP critical chance 2, stamina 20)

Level 85: Blastech WrisTek - Wrist Assault Booster Zulu (Assault Action cost 4, Assault Critical chance 4, Assault Damage 4, Assault Freeshot 4)

Medic

Level 85: Saldalith Manufacturing Veridicator 200a (Vital Strike Action cost 4, Vital Strike Critical chance 4, Vital Strike Damage 4, Healing Potency 4)

Jedi

Level 85: Jedi Knight's Wristguard (Jedi Strike Action cost 4, Jedi Strike Critical chance 4, Jedi Strike Damage 4, Jedi Strike Freeshot 4)

Officer

Level 85: SoroSuub Personnel Comlink Wrist-P4 (Sure Shot Action cost 4, Sure Shot Critical chance 4, Sure Shot Damage 4, Sure Shot Freeshot 4)

Smuggler

Level 85: Merr-Sonn Targeter Ranging Wrist Assist V4 (Fast Draw Action cost 4, Fast Draw Critical chance 4, Fast Draw Damage 4, Fast Draw Freehot 4)

Spy

Level 75: Corellidyne Personal Insurgency Wrist Implant -Black- (right) (Assasinate Action cost 4, Assassinate Critical chance 4, Assassinate Damage 4, Assassinate Freeshot 4)



Message edited by BadgerSmaker on 06/01/2009 08:39:04.



SWG Stratics

Joined: Jan 7, 2004
Messages: 29556
Offline

Weapons:

Weapons do either Energy or Kinetic damage and some have a bonus elemental damage, so it is advantageous to take into account the armour resists of your target, are they weaker to Energy or Kinetic attacks?

Known issue : MObs currently do not display armour values, only applies to PvP combat.

Sometimes there are different versions available of the same weapons with different stats.

Top tip: Remember, you don't have to click your mouse button like crazy to fire, just hold the attack button down!

Key:

(Pa)Parts
(S)Standard
(M) Manufactured
(Pr) Prototype
(ORT) Old Republic Technology
(LT) Lost Technology
(F) Forward Firing Area of Effect
(G) Ground Targeting Area of Effect

Weapon choice is very important and there are a wide array of weapons to choose from. Typically they fall into the following catergories, with high level examples included for reference.  Quality crafted weapons are usually more powerful than anything that can be looted or gained from a Quest, see your local Munitions Trader for more information.

Melee - slow speed (1.00), high damage - 0-5m range.

Caller of Storms (M) : Kinetic Damage 667 -1333, Strength 11, Freeze Spike Effect
Blade of the Betrayer (M) : Kinetic Damage 667 -1333, Strength 11, General Melee Accuracy 9 - Known issue : old mod no longer used, Advanced Overwhelming Shock Effect

Mustafar Bandit Sword (ORT) - Kinetic Damage 700 - 1400, Strength 12
Obsidian Sword (ORT) - Kinetic Damage 700 - 1400, Strength 12
Two-Handed Obsidian Sword (ORT) - Kinetic Damage 700 - 1400, Strength 12
Two-Handed Tulrus Sword (ORT) - Kinetic Damage 700 - 1400, Strength 12

Lightsabers : Damage varies, 0-5m range

Pistol - fast speed (0.4), low damage - typically 0-35m range.

Kashyyyk Stalker Pistol : Kinetic Damage 216 - 432, Acid Elemental Damage 20.
Coynite Disruptor Pistol (M) : Energy Damage 250 - 500, Coyn Acid Shock.
Commander Pistol (Pr) : Energy Damage 257 - 513
Oppressor Pistol (ORT) : Energy Damage 265 - 527 (Spy Only)
Malevolent Renegade Pistol (LT) : Energy Damage 265 - 527 (Smuggler Only)
HK-47 Intimidator (ORT) : Energy Damage 265 - 527 (Officer Only)

Carbine - fast speed (0.6), medium damage - typically 0-50m range.

Sfor Republic Carbine (ORT) : Energy Damage 395 - 790, Cold Elemental Damage 34, Precision 12
Nym's Slugthrower Carbine : Kinetic Damage 326 - 652, Acid Elemental Damage 22 (stats randomly vary)

Rifle
- slow speed (0.8 ), high damage - 0-64/65m range.

Disruptor Rifle (ORT) : Energy Damage 527-1054, Electricity Elemental Damage 26, Precision 12
LD-1 Rifle : Kinetic Damage 381-762 (Not Converted for publish 29)

Heavy Weapons - slow speed (1.00), damage varies.

Flame thrower (F) (speed 0.25) : Crafted, stats vary.
Launcher pistol (G) : Crafted, stats vary.
Nickel Plated Launcher Pistol (G) : Energy Damage 45-50 , Heat Elemental Damage 1

Commando only Heavy Weapons

Heavy Acid Rifle (G) : Crafted, stats vary.
Lava Cannon (G) : Energy Damage 500-100, Heat Elemental Damage 132, +12 Precision
Rocket Launcher (G) : Crafted, stats vary.
The Void (G) : Kinetic Damage 265-500. (Poison DoT)
AK-Prime Rocket Launcher (F) : Energy Damage 659 - 1317 , Heat Elemental Damage 135
Oppressor Flame Thrower (F) (speed 0.25) : Energy Damage 175 - 350, Heat Elemental Damage 20
Plasma Flame Thrower (F) (speed 0.25) : Crafted, stats vary.
Heavy Republic Flame Thrower (F) (speed 0.25) : Energy Damage 150-300, Heat Elemental Damage 20, +12 Precision

Elemental Damage

Elemental damage on a weapon gives you a chance to execute certain special effects.

Heat = On Fire - You are losing Health due to being on fire (1 tick of your weapons maximum damage as Fire DoT Damage per second) - Duration 3 seconds.
Cold = Cold Critical - Freezing Blow - Increases the amount of damage taken by the target. The potency of the debuff is modified by the value of the elemental cold damage of the application weapon and increases base weapon damage for each individual attacker -Duration 6 seconds.
Electricity = Electric Critical - Muscle Spasms - Trivial Hit Chance Increased by 75.00 - Duration 3 seconds.
Acid = Dissolve Armour - Vulnerable to Critical Hits - Duration 3 seconds.

When any of these effects wear off the target receives this buff icon:

Recovered - Immune to some criticals effects - Duration 6 seconds.

Procedure Effects

You can also supplement your weapon damage by adding items that cause a "Proc", or Procedure Effect.

Some come in an item buff form, like the Mustafarian Distance Globe (ranged only), some are on the weapons themselves like the Caller of Storms sword, and some come in the form of a buff activated by wearable jewellery like the Amoebic Dischange Bracer (ranged and melee).

A Proc has a random chance to fire and performs an extra damage attack in the range of 200-600 damage.

You can combine the Proc on a weapon with a Proc buff details below, the Cyborg Lightning Arm arm proc (melee only) and the proc from the Synaptic Focus Crystal and all four will have a chance to fire.

Examples of available Proc buffs:

Amoebic Discharge Bracer (Right arm Bracelet) - Toxic Shock - Will fire in Ranged and Melee combat
Bio-Capacitance Discharge Bracer (Right arm Bracelet) - Static Strike - Will fire in Melee combat only
Explosive Pellet Bracer (Right arm Bracelet) - Explosive Pellet - Will fire in Ranged combat only
Mustafarian Distance Globe (Reusable buff item) - Mustafarian Heat Shock - Will fire in Ranged combat only, Duration Permanent (Known Issue), 2 minute Cooldown (possibly bugged, some reports of random 30 minute cooldown)

Gift of the Light Side (Elder Jedi Robe) - Gift of the Light Side - Will fire in Melee combat only

Fiery Strike (Improved) (Consumable buff item) - Fiery Strike - Will fire in Ranged and Melee combat, 5 uses, Duration 3 minutes.
Overwhelming Shock Device (Consumable buff item) - Overwhelming Shock - Will fire in Ranged combat only, 10 uses, Duration ? minutes.
Toxic Weapon Spray (Consumable buff item) - Toxic Spray - Will fire in Melee combat only, ? uses, Duration ? minutes.
Capacitor Overcharger (Consumable buff item) - Overwhelming Shock - Will fire in Ranged combat only, ? uses, Duration ? minutes.


 


Message edited by BadgerSmaker on 09/29/2009 03:48:58.



SWG Stratics

Joined: Jan 7, 2004
Messages: 29556
Offline

Grenades - (Note: All craftable grenade schematics were removed from Munitions Trader in Game Update 5)

Anyone can use grenades, they act like a free special move so are well worth using. Find them on the Bazaar or talk to your local munitions trader.

  • C12 Fragmentation Grenades - Combat Level Required: 1, Base Type: Kinetic, Attack Speed 10, Damage 56-122, Base DPS 8, Range 0-40m.
  • C22 Fragmentation Grenades - Combat Level Required: 48, Base Type: Kinetic, Attack Speed 10, Damage 154-438, Base DPS 29, Range 0-40m.
  • Cryoban Grenade - Combat Level Required: 56, Base Type: Kinetic, Attack Speed 10, Damage 562-688, Base DPS 62, Range 0-12m.
  • Glop Grenade - Combat Level Required: 64, Base Type: Kinetic, Attack Speed 10, Damage 658-785, Base DPS 72, Range 0-12m.
  • Zicx-bug Bomb - Combat Level Required: 64, Base Type: Kinetic, Attack Speed 10, Damage 162-645, Base DPS 40, Range 0-32m.
  • Imperial Detonator - Combat Level Required: 72, Base Type: Kinetic, Attack Speed 10, Damage 899-1047, Base DPS 97, Range 0-20m.
  • Proton Grenade - Combat Level Required: 80, Base Type: Kinetic, Attack Speed 10, Damage 1264-1438, Base DPS 135, Range 0-22m.
  • Thermal Detonator - Combat Level Required: 80, Base Type: Kinetic, Attack Speed 10, Damage 1044-1195, Base DPS 111, Range 0-20m.
  • Old Republic Fragmentation Grenade [Still obtainable as loot] - Combat Level Required: 88, Base Type: Energy, Attack Speed 10, Damage 721-1442, Range 0-40m.

Instant Stimpacks

These can be used to suppliment your healing abilities, A to D are no longer craftable so get them while you can! All instant stimpacks have a one minute timer before you can use another.

  • Instant Stimpack - A - CL1 - approximately 100-200 heal.
  • Instant Stimpack - B - CL15 - approximately 150-400 heal.
  • Instant Stimpack - C - CL35 - approximately 250-800 heal.
  • Instant Stimpack - D - CL60 - approximately 400-1200 Heal
  • Experimental Stimpack E - CL80 (Looted from Forward Commander MKI) -1500 Heal

Publish 27 granted players a no-trade gift item of a "Concentrated Bacta Tank" which heals you to full health when not in combat and can be used once every 30 minutes. This has been used to great effect by Jedi and Spies who cloak to break aggro, use the Concentrated Bacta Tank to heal fully then continue the fight.

Bacta Kits

These are crafted by domestics traders and will heal you five times over 10 seconds up to the full amount listed on the kit.  Any damage taken will cancel any further heals but you will always get at least one heal, so with a Bacta Kit Mark III with 6000 heal power you can heal for at least 1200.

  • Bacta Kit Mark I (level 10) - 1350 Heal power
  • Bacta Kit Mark II (level 38 ) - 3400 Heal power
  • Bacta Kit Mark III (level 65) - 6000 Heal power

When you use a charge of a Bacta Kit, you will receive a 60 second debuff until you can use another Bacta Kit.

Galactic Civil War Instant Stimpacks

  • Military Stimpack E - Healing Power: 5500 (Health)
  • Military Adrenaline Injection E - Healing Power 2750 (Action)
  • Military Dexterity Enhancement - This is a military grade enhancement that boosts the user's dexterity.
  • Military Pain Numbing Powder E - Effect Increases Energy and Kinetic Protections by 500 - 30 Minutes
  • Military Damage Booster Pack E - Effect: Increases Damage Done by 250 - 3 Minutes
  • Military Personal Reactive Shield E - Effect: Does 300 Damage to Attacker - 30 Seconds
  • Military Reactive Stim Injector E - Healing Power: 950 (Health) - 10 Seconds
  • Military Reactive Adrenaline Injector E - Healing Power: 300 (action) - 10 Seconds
  • Military Critical Reactive Stim Injector C - Effect: Attempts to heal for 2500 Health at time of death and increases defense for a short time - 30 Minutes

Rallying Banner - (CL 75) This banner will greatly increase the morale of friendly troopers in its vicinity, increasing their combat ability.

Rallying banner gives a buff to your surrounding players depending on your profession. They are placed as banners on the ground and are static for 3 mins.

You get the banner as a 10 use item, then you can place one every three minutes and have to go back and get a new one after you have spent all 10. Buffs refresh everytime you go near the banner.

  • Jedi - Aura of the Force - 100 Strength - 10 Minutes
  • Officer - Aura of Command - 100 Precision - 10 Minutes
  • Commando - Aura of Destruction - Chance to Fire an Additional Effect - 10 Minutes
  • Spy - Aura of the Hidden - 100 Agility - 10 Minutes
  • Bounty Hunter - Aura of the Assasin - Critical Hit Change Modified by 5% - 10 Minutes
  • Medic - Aura of Health - 100 Consitution - 10 Minutes
  • Smuggler - Aura of Luck - 100 Luck - 10 Minutes 

Galactic Civil War Rank Buffs

Retaliation: After years in the battlefield, your mind has instinctively learned to suppress pain by immediately counter-attacking your enemies. As you are wounded, so shall they be wounded.
Granted at: Rank 7 (Lieutenant/Lieutenant)
Duration: 2 Minutes
Recharge: 10 Minutes
Description: A proc effect where you have the chance to attack the enemy back each time you are damaged. Usually about 200-300 damage.

*Note: Does not work with heavy weapons

Adrenaline Rush: Through countless battles, fear has hardened you for combat allowing you use an adrenaline rush to your advantage. Your combat skills are quickened in the face of danger.
Granted at: Rank 8 (Captain/Captain)
Duration: 2 Minutes
Recharge: 5 Minutes (Note: This is on the same timer as Unstoppable)
Description: Reactive action heal - Your action has the chance to be healed for 560 with each hit.

Unstoppable: Your body has become so used to pain and wounds that you ignore all but the most severe. When other solders would be on their knees begging for mercy, you will fight on...unstoppable.
Granted at: Rank 9 (Major/Major)
Duration: 2 Minutes
Recharge: 10 Minutes (Note: This is on the same timer are Adrenaline Rush)
Description: Reactive health heal - Your health has the chance to be healed for 950 with each hit

Last Man Standing: Seasoned by many battles, you alone have been the deciding factor between victory and defeat. Pushing yourself beyond the abilities of common soldiers, you are destined to be the last person standing.
Granted at: Rank 10 (Lt. Colonel/Commander)
Duration: 5 Minutes
Recharge: 10 Minutes
Description: You receive a 7500 heal upon incapacitation followed by a 100% glancing blows buff for 5 seconds. 

Legendary Warrior: Soldiers and warriors throughout your faction recognize you as a legend. Your presence on the battlefield will dramatically boost the morale and combat abilities of those around you.
Granted at Rank 11 (Colonel/Colonel)
Duration: 3 Minutes
Recharge: 15 Minutes
Description: All allies within 50m range receive +200 to agility, +120 to Constitution and +750 to Energy and Kinetic Armour buff.

Imperial Airstrike: Your high rank in the Imperial army gives you the authority to call down a TIE Bomber to attack your enemies.*
Granted at Rank 12 (General)

Rebel Airstrike: Your high rank in the Rebel Alliance gives you the authority to call down an X-Wing to attack your enemies.*
Granted at Rank 12 (General)

*Note: These abilities cannot be used indoors.

 



Cybernetics

Cybernetics can be fitted by NPCs in the following locations:

Cybernetic Specialists
Name City Planet Waypoint
Aboo AramflahadCoronetCorellia/wp -116 -4440
Doctor NssktkslisMos EnthaTatooine/wp 1296 3289
Mindt F'abulTheedNaboo/wp -4997 4145

Some Cybernetic limbs are awarded as quest rewards and bestow buffs or abilities when equipped.

  • Cyborg Strength Arm (left - 4800 armour): Awards a buff special of +200 Strength and +100 Stamina that will be in effect for 1 minute. This ability may be used once every 10 minutes. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453.
  • Cyborg Revive Arm (left - 4800 armour): Awards an ability to resurrect others. It may be used once every 30 minutes. Quest Reward from Nurse Yraka, Myyydril village, Kashyyyk /way -305 -477.
  • Cyborg Sure Shot Arm(left - 4800 armour): Awards a ranged damage special move with no action costs. This ability may be used once every 4 minutes. Quest reward from Qakkee, Bestine, Tatooine /way -1399 -3664
  • Cyborg Lightning Arm (right - 4800 armour): Awards a melee damage special move with no action costs. This ability may be used once every 6 minutes. This cybernetic also has a melee proc. Loot from Necrosis, Myyydril caverns, Kashyyyk
  • Cyborg Armor Arm (right - 5700 armour): Provides a level of armored defense as if you were wearing a bicep and bracer as armor. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453.
  • Cyborg Critical Snipe Arm (right - 4800 armour): Awards a ranged damage special move with no action costs. This ability may be used once every 10 minutes. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453.

During crafting, Engineering Traders are able to install Armor Cores into the Cybernetics, giving them armor protection.  They will also be able to install, during crafting, various enhancement modules that improve various stats, such as Health and Action pools, but decreases the armor value of the Armor Cores installed.


Droids

 

 

You can aquire a combat droid from an Engineering Trader or the Bazaar. They can have a maximum combat level of 60 (Level 90 for Traders only) and help you attack combat targets with some other useful abilities. Combat Droids are effectively a free Damage over Time attack and come in either Melee or Ranged Combat versions.

You can use macros to command your droid (see User Interface and Macros section).


Beasts

 

A combat pet can assist you in combat, they can be a maximum of combat level 90 and they can learn a maximum of four different special attacks.

Example specials are listed below.

  • Bite - Single target damage
  • Bolster Armor - Increases armor rating
  • Charge - Single target root
  • Claw - Single target damage
  • Defensive Stance - Increases glancing blow and avoidance
  • Disease - Single target action DOT
  • Enfeeble - DPS debuff
  • Flank - Increased critical chance debuff
  • Hamstring - Single target snare
  • Health Leech - Single target health steal
  • Poison - Health Poison DOT
  • Provoke - Increases hate against pet
  • Puncture - Armor piercing single target damage
  • Shaken - Increased damage debuff
  • Slash - Health Bleed DOT
  • Stomp - Circle AOE damage
  • Wind Buffet - Glancing blow debuff

Each point of "Cunning" that a pet has gives the master 3% of the pet's skills with a maximum of 30% with 10 points.  For example, the Wampa in the picture above has 11.4% Dodge Bonus.  30% of 11.4% Dodge Bonus equates to 3.39% Dodge Chance that is added to the Beast Master.

Only the followng player stats are increased by a Beasts "Cunning":

  • Hit Chance
  • Dodge Chance
  • Parry Chance
  • Block Chance
  • Critical Hit
  • Evasion
  • Strikethrough   

For more info look here: *** Read This 1st: Beast Master Guides (www.swgpets.com) ***

 


 

 


Message edited by BadgerSmaker on 10/09/2009 03:00:44.



SWG Stratics

Joined: Jan 7, 2004
Messages: 29556
Offline



Buffs
 


Veteran:

Favor of the Elders (Elder buff) - Group Enhancement. Constitution, Stamina and Agility +20, 15 minutes duration.



Profession:

You can have any and all of these Profession buffs active at once, they won't prevent you using any other buffs.

Medic

Nutrient Injection - +250 to Constitution, 30 minute duration. 
Stamina - +250 to Stamina, 30 minute duration.
Enhance Strength - +80 to Strength, 30 minute duration. 
Enhance Precision - +80 to Precision, 30 minute duration.  
Enhance Agility - +80 to Agility, 30 minute duration.
Enhance Block - +10% Block Chance, 30 minute duration.
Enhance Dodge - +5% Dodge Chance, 30 minute duration.

Entertainer

 


Officer

Tactics (Mark 9) - Agility +150, Constitution + 70, duration 4 minutes 30 seconds.
Inspiration (Mark 6) - Action costs modified by 5%. 2800.00 action restored.
Focus Fire (Mark 6) - Precision +115 , Strength +115, duration 4 minutes 30 seconds
Charge! - Modify movement speed. Damage output modified by 10.00%. Action costs modified by 10.00%. Prevent movement impairing effects.
Scatter! - Modify Movement Speed. Avoidance modified by 5.00%. Prevent movement impairing effects.
Last Words - Heal, Action heal, Dodge chance, and Speed boost (when officers dies).

Jedi

Saber Block - 50% chance to parry all attacks, 40 second duration, 60 second cooldown.
Force Run - Increases movement speed, immunity and cure all snares and roots, 15 second duration, 45 second cooldown.
Vapaad Focus - Stamina + 60, 1 hour Duration, 15 second Cooldown.
Shien Stance - Constitution +60, 1 hour Duration, 15 second Cooldown.
Vapaad Focus and Shien Stance occupy the same buff slot.

Commando

Base of Operations - +500 armor group buff

Smuggler

Off the Books - +50 Luck, +50 Precision and 6% damage reduction.


Usable Item (non consumable):

I've put these into groups that share the same cooldown timers and buff "slots", for instance, if you use the Cooling Spray Unit, you will start a thirty minute cooldown on all the buff items in that group, even if the cooldowns are shorter on the other items.

Group 1 - Unrestricted Buffs.

These buffs have their own buff slot and do not overwrite or start a cooldown on any other buffs, even ones in this group. 

Gift of the Light Side (Elder Jedi Robe Buff) : Constitution +125. The robe also gives a further Agility +50, Constitution +120 and Strength +120. Duration is as long as the robe is equipped. 

Biological Focus Crystal (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cooldown.

Synapse Focus Crystal (Pre Publish 25 reward, no longer available) - +500 Action and Proc Effect, Duration 2 hours, 24 hours cooldown.

Experimental Electrobinoculars - Detect Hidden +100, 15 minute duration, 5 second cooldown.

Lair Crystal - Critical chance modified by 5%, Avoidance modified by 5%, 10% damage increase, Constitution +75, Luck +50, 3 minutes duration, 15 minute cooldown. (Note: This item is "No Trade" and is one of two rewards available from the "Fate of the Galaxy Quest", the other being the Shard of Retaliation.  You should betray Obi Wan to get the Lair Crystal and then buy the tradeable Shard of Retaliation if you want both.  The Lair Crystal is far superior due to being in this group while the Shard of Retaliation is in group 3 and shares a cooldown with many other buff items.)

Sith Holocron - Constitution and Stamina + 150, 3 mins duration, 60 minute cooldown. (Note: The Sith Holocron Buff overwrites the Shard of Retaliation buff and other buffs in group 3.)

Group 1a - Targetting Assitance/Healers Touch

These buffs have their own buff slot and only overwrite each other.

Target Enhancement Helm (Targetting Assitance) - +20 to Precision and Strength (counts as buff not item), duration as long as item is equipped, no cooldown.

Microsensory Mesh Gloves (Healers Touch) - +20 to Agility and Stamina (counts as buff not item), duration as long as item is equipped, no cooldown.

Group 2 - "Mustafarian Injector" group (Buff slot 1, group 1 cooldown).

Shard of the Serpent - Modify Poison, Disease, Bleeding and Fire Absorption + 50, 5 minutes duration, 60 minute cooldown. (Note: Does not start 60 minute cooldown on other buffs in this group, but does occupy Buff Slot 1 and is seen as more powerful than the "Mustafarian Injector" which will be overwritten by this buff.)

Mustafarian Injector - +100 to Strength and Precision, 30 minute Duration, 2 minute cooldown.

Mustafarian Distance Globe - Chance to execute the Mustafarian Heat Shock effect in ranged combat only (extra damage), duration ?very short?.

Miners Medallion (Advanced Fire Prevention) - +100 to agility, duration 30 minutes, no cooldown (re-equip to reactivate).

Amoebic Discharge Bracer (Right) - Toxic Shock - Will fire in Ranged and Melee combat.
Bio-Capacitance Discharge Bracer (Right) - Static Strike - Will fire in Melee combat only
Explosive Pellet Bracer (Right) - Explosive Pellet - Will fire in Ranged combat only

Group 3 - "Shard of Retaliation" group (Buff slot 2, group 2 cooldown).

The following buffs can be activated with any of the buffs in Group 2 active at the same time (cooldown permitting), but will activate cooldown for all buffs in this group.

Shard of Retaliation - Luck, Agility and Constitution +200, 3 minutes duration, 15 minute cooldown.
Cooling Spray Unit - Luck +160, duration 30 seconds, cooldown 30 minutes.
Sprint Enhancement Stim - Burst Run for 1 minute, cooldown 30 minutes.
Anti-Mobility Dampening Device - Immune to all snares, duration 20 seconds, 30 minute cooldown.
Revitalization Pack - Constitution, Agility and Luck +200, duration 3 minutes, cooldown 30 minutes.
Synaptic Stimulation Collar - Immune to mezmering effects, duration 20 seconds, 30 minute cooldown.

Rare Nova Crystal - +10% health, +3% Critical Hit Chance - 60 minute cooldown.
Rare Rol Stone - 1000 action restored, +3% Strikethrough Chance - 60 minute cooldown.
Rare Power Gem - +3% dodge chance, removes all DoTs - 60 minute cooldown.
Rare Corusca Gem - +3% Critical Hit Reduction - 60 minute cooldown.
Rare Sasho Gem - +3% Parry Chance, +20 strength - 60 minute cooldown.
Rare Ankarres Sapphire - 2000 action restored, health increased by 15% - 60 minute cooldown.
Flask of Naris-Bud Tea - +3 % evasion chance - 30 minute cooldown.
Small Flask of Nerfmilk - 1 minute snare immunity buff - 30 minute cooldown.
Flask of Elba Water - +3 % Block chance - 30 minute cooldown.

Gorax Ear (TCG) - +200 to Consitution, Stamina, Precision, Luck - 60 min cooldown, 3 mins duration
Muur Talisman (TCG)  - +200 to Consitution, Stamina, Precision, Strength - 60 min cooldown, 3 mins duration
Sanyassan Skull (TCG) - +200 to Consitution, Stamina, Precision, Agility - 60 min cooldowns, 3 mins duration
Morgukai Shadow Scroll (TCG) - +200 to Consitution, Stamina, Precision, Crit Hit Chance +5%, 60 min cooldowns, 3 mins duration

Group 4 - Wild Force Shards (Stim slot, group 3 cooldown).

Wild force shards have their own cooldown timer and use the Stim buff slot.

Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cooldown.
Wild Force Shard (Offensive Burst) - Constitution, Precision, Strength +120, 5 minutes duration, 60 minute cooldown.

Stims - See Stims section below.



Message edited by BadgerSmaker on 09/29/2009 08:07:17.



SWG Stratics

Joined: Jan 7, 2004
Messages: 29556
Offline

Domestics Trader:

Only one Domestics Trader buff can be active at a time. Stats are given as a guide as final stats vary.

When using BE tissues when crafting multi-stat foods, only the first stat listed will vary, the second (or third) will remain constant.

Combat foods/drinks

Accarragm: +96 Agility +27 Movement, 12-24 minutes
Breath of Heaven: +96 Con +3% Dodge Chance, 12-24 minutes
Deneelian Fizz Pudding: +72 Luck, +3% Block Chance, +30 Block Value, 12-24 minutes
Flameout: +66 Agility, +3% Strikethrough Chance, +30 Strikethrough Value, 12-24 minutes
Parwan Nutricake: +84 Constitution, +4% Heal Potency, 42-55 minutes
Thaktillo: +96 Stamina, +3% Parry Chance, 12-24 minutes.
Vercupti of Agazza Boleruuee: +84 Precision, +3% Evasion Chance, +30 Evasion Value, 12-24 minutes

Ithorian Mist: +12 Fire Absorption, +3 Fire Resistance, 1-3 minutes
Veronian Berry Wine:  +12 Bleeding absorption, +3 Bleed resist, 1-3 minutes
Ahrisa: +12 Poison Absorb, +3 Poison Resist, 1-3 minutes

Rancor Aid: +3.6000001 Resist Snare, 1-3 minutes

Scrimpi: +6 Heal Potency, +40 Stamina, 12-24 minutes
Trimpian: +6 Heal Potency, +40 Constitution, 12-24 minutes

Cavaellin Creams:  Quick Resucitation +2.4, 2.5-5 minutes

Constitution foods/drinks

Terratta: +96 Constitution, +40 Stamina,12-24 minutes
Pikatta Pie: +72 Constitution, +20 Precision, 12-24 minutes

Stamina

Bivoli Tempari: +96 Stamina, +40 Constitution, 12-24 minutes
T'illa T'iil: +84 Stamina, +20 Precision, 42-55 minutes

Strength

Mandalorian Wine: +96 Strength, +30 Constitution, 12-24 minutes
Rakririan Burnout Sauce: +60.000004 Strength, +30 Precision, 12-24 minutes
Havla: +60.000004 Strength, +40 Stamina, 12-24 minutes
Vasarian Brandy: +60.000004 Strength, +40 Constitution, 12-24 minutes

Precision

Gruuvan Shaal: +96 Precision, 12-24 minutes
T'ssolok: +60.000004 Precision, +30 Constitution, 12-24 minutes
Ormachek: +60.000004 Precision, +30 Stamina, 12-24 minutes

Agility

Vegeparsine: +66 Agility, +40 Constitution, 12-24 minutes
Vayerbok: +60.000004 Agility, +40 Stamina, 12-24 minutes
Elshandruu Pica Thundercloud: +60.000004 Agility, +15 Constitution, +15 Stamina, 12-24 minutes

Luck

Citros Snow Cake: +60.000004 Luck, +30 Stamina, 12-24 minutes
Cho-Nor-Hoola: +60.000004 Luck, 12-24 minutes

Crafting

Pyollian Cake: +7 Assembly Bonus, 15 Filling, 20 Mins (or next assembly)
Bespin Port: +10 Experimentation Bonus, 20 Filling, 20 Mins (or next experiment)

Surveying

Chandad: +12 Surveying, 12-24 minutes

Spice Downer

Smuggler's Delight: +2.4 Spice Downer Resistance, 12-24 minutes

Creature Harvesting

Veghash: +18 Creature Harvesting, 12-24 Mins.


Trader Reverse Engineered Modifiers.

Traders can use a reverse engineering tool to deconstruct loot items. The tool breaks the items down into their basic "bits": power bits and modifier bits.

These modifier bits and power bits are combined to make skill enhancing attachments, power-ups or even better bits. Finally, skill enhancing attachments and power ups can be added to crafted armor, clothing and weapons to give them a wide variety of bonuses and modifiers.

If your crafted Armour, Clothing or Weapon has a socket on it, you can add a skill enhancing attachment to it.  Only Constitution, Stamina, Precision, Strength, Agility and Luck modifiers can be applied to all sockets.  All other modifers can only be applied to Armour Breastplate (Breastplate Attachment), Shirt (Shirt Attachment) and Weapon (Weapon Attachment).

You can also apply temporary powerups to your Breastplate, Shirt and Weapon using any modifer listed below.  Look here for Known Combinations .

If you want to work out how much of a particular mod you can stack in theory, the number in brackets is the "Ratio":

SEA : 35 / Ratio = X (round down this number)
PUP : 35 / Ratio * 2.5 = Y (round down this number)

x + y * 3 = theoretical maximum stackable.

Diminishing Returns Formula.

Modifiers such as Block Chance, Dodge, Evasion Chance, Parry, Critical Chance Increase, and Strikethrough Chance are subject to a formula of diminishing returns, the more of any one of these modifiers that you add, the less the final result will be.

For instance, adding 102 "Block Chance" via SEAs and Powerups would result in 2040 Additional "Combat Offense : Block", or 20.40% Block Chance Increase.

Diminishing Returns cuts this down to 16.94%, a reduction of 3.46%.

Modifiers

1-H Light Saber Action Cost (10)
1-H Lightsaber Damage (14)

1-H Melee Action Cost (10)
1-H Melee Critical Chance (10)
1-H Melee Damage (14)

2-H Lightsaber Action Cost
2-H Lightsaber Damage (14)

2-H Melee Action Cost (10)
2-H Melee Critical Chance (10)
2-H Melee Damage (14)

Advanced [Component] Assembly (3)
Advanced Component Experimentation (4)

Agility (1)

Armor Assembly (3)
Armor Experimentation (4)

Artisan Assembly (3)
Artisan Experimentation (4)

Assassinate Action Cost ( 8 )
Assassinate Critical Chance ( 8 )
Assassinate Damage (8)
Assassinate Freeshot Chance ( 8 )

Assault Action Cost ( 8 )
Assault Critical Chance ( 8 )
Assault Damage ( 8 )
Assault Freeshot Chance ( 8 )

Beast Experience  (7)

Bleed Resistance (4)
Bleeding Absorption (4)

Block Chance (4) : 1 point of "Block Chance" gives 20 points of "Combat Defence: Block". Subject to Diminishing Returns Formula.
Block Value (1) : (Block Value + Strength) / 2 + 25 = Block Value

Booster Assembly (3)
Booster Experimentation (4)

Camouflage (1)

Carbine Action Cost (10)
Carbine Critical Chance (10)
Carbine Damage (14) 

Chassis Assembly (3)
Chassis Experimentation (4)

Clothing Assembly (3)
Clothing Experimentation (4)

Constitution (1)

Creature Critical Chance (10)

Critical Chance Increase (15) : 1 point of "Critical Chance Increase" gives 100 points of "Combat Offense: Critical Chance". Subject to Diminishing Returns Formula.
Critical Hit Defense (4) : 1 point of "Critical Hit Defense" gives 33.33 points of "Combat Defense: Critical Hit Defense". 1000 points of "Combat Defense: Critical Hit Defense" gives 1% more defence against being critically hit.

Cybernetic Assembly (3)
Cybernetic Experimentation (4)

Dance Prop Assembly (3)
Dancing Enhancement (3)
Dancing Knowledge (3)

Devastation (15)

Disease Absorption (4)
Disease Resistance (4)

Dodge Chance ( 8 ) : 1 point of "Dodge Chance" gives 10 points of "Combat Defence: Dodge". Subject to Diminishing Returns Formula.

Dodge Reduction (8)

Droid Assembly (3)
Droid Critical Chance (10)
Droid Experimentation (4)
Droid Speed (3)

Elemental Penetration: Acid (10)
Elemental Penetration: Cold (10)
Elemental Penetration: Heat (10)

Engine Assembly (3)
Engine Experimentation (4)

Evasion Chance (3) : 1 point of "Evasion Chance" gives 10 points of "Combat Defence: Evasion". Subject to Diminishing Returns Formula.
Evasion Value (4) : 1 point of "Evasion Value" gives 0.5% Evasion Value.

Fast Draw/Precision Strike Action Cost ( 8 )
Fast Draw/Precision Strike Critical Chance ( 8 )
Fast Draw/Precision Strike Damage ( 8 )
Fast Draw/Precision Strike Freeshot Chance ( 8 )

Fervent Mutation (10)

Fire Absorption (4)
Fire Resistance (4)

Focused Enzyme Manipulation (10)

Focused Fire Action Cost ( 8 )
Focused Fire Damage ( 8 )
Focused Fire Critical Chance (8)
Focused Fire Freeshot Chance ( 8 )

Food Assembly (3)
Food Experimentation (4)

Glancing Blow Increase (18 ) : 1 point of "Glancing Blow Increase" gives 1% Chance of Glancing Blow.
Glancing Blow Increase (Melee) (14) : 1 point of "Glancing Blow Increase" gives 1% Chance of Glancing Blow from Melee attacks.
Glancing Blow Increase (Ranged) (14) : 1 point of "Glancing Blow Increase" gives 1% Chance of Glancing Blow from Ranged attacks.

Heal Action Cost Reduction (10)
Healing Potency ( 8 )

Heavy Weapon Action Cost (10)
Heavy Weapon Critical Chance (10)
Heavy Weapon Damage (4)

Humanoid Critical Chance (10) - NPC only

Incubation Time Reduction (3)

Instrument Assembly (3)

Jedi Strike Action Cost ( 8 )
Jedi Strike Critical Chance ( 8 )
Jedi Strike Damage ( 8 )
Jedi Strike Freeshot Chance ( 8 )

Lightsaber Assembly (3)
Lightsaber Experimentation (5)

Luck (1)

Music Knowledge (3)
Musical Enhancement (3)

Parry Chance (6): 1 point of "Parry Chance" gives 10 points of "Combat Defence: Parry". Subject to Diminishing Returns Formula.

Pistol Action Cost (10)
Pistol Critical Chance (10)
Pistol Damage (14) 

Poison Absorption (4)
Poison Resistance (4)

Polearm Action Cost (10)
Polearm Critical Chance (10)
Polearm Damage (14)

Polearm Lightsaber Action Cost (10)
Polearm Lightsaber Damage (14)

Power Systems Assembly (3)
Power Systems Experimentation (4)

Precision (1)

PVP Critical Chance (10)

Reverse Engineering Chance (10)

Rifle Action Cost (10)
Rifle Critical Chance (10)
Rifle Damage (14)

Shield Assembly (3)
Shield Experimentation (4)

Stamina (1)

Stealth (1)

Strength (1)

Strikethrough Chance (6): 1 point of "Strikethrough Chance" gives 10 points of "Combat Offence: Strikethrough". Subject to Diminishing Returns Formula.
Strikethrough Value (4) : 1 point of "Strikethrough Value" gives 0.5% Strikethrough Value.

Structure Assembly (3)
Structure Experimentation (4)

Sure Shot Action Cost ( 8 )
Sure Shot Critical Chance (8)
Sure Shot Damage (8)
Sure Shot Freeshot Chance ( 8 )

Tracking Droids (4)

Unarmed Action Cost (10)
Unarmed Critical Chance (10)
Unarmed Damage (14)

Vital Strike Action Cost ( 8 )
Vital Strike Critical Chance ( 8 )
Vital Strike Damage ( 8 )
Vital Strike Freeshot Chance ( 8 )

Weapon Assembly (3)
Weapon Experimentation (4)
Weapon Systems Assembly (3)
Weapon Systems Experimentation (4)



Message edited by BadgerSmaker on 09/29/2009 07:21:37.



SWG Stratics

Joined: Jan 7, 2004
Messages: 29556
Offline



Spice:

No longer craftable, but you can should be able to find a few crates on the bazaar if you don't have any. I've put them in groups according to their duration.

Group 1

15 minute Duration. 30 Second debuff of Agility, Constitution, Stamina and Luck - 50.

Booster Blue - +50 Constitution, -50 Agility, +50 Stamina, +50 Luck
Muon Gold - +50 Constitution, +50 Agility, -50 Stamina, +50 Luck
Neutron Pixie - +50 Contitution, +50 Agility, +50 Stamina, -50 Luck
Crash N' Burn - -50 Constitution, +50 Agility, +25 Stamina, +25 Luck
Gunjack - +25 Constitution, +25 Agility, -50 Stamina, +50 Luck
Thruster Head - -15 Constitution, +25 Agility, -15 Stamina, +50 Luck

Group 2

10 Minute duration then 30 Second debuff.

Sweetblossom - +25 Constitution, +50 Agility, -25 Stamina, -25 Luck
Zypolene Droid Lubricant - +50 Constitution, -30 Agility, +25 Stamina
Yarrock - +25 Constitution, -30 Agility, +50 Luck
Sedative H4B - +50 Agility, -30 Stamina, +25 Luck
Pyrepenol - +50 Constitution, +25 Agility, -30 Luck
Giggledust - +50 Stamina, -25 Luck

Group 3

5 Minute duration then 30 Second debuff.

Scramjet - +50 Agility, -12 Stamina, -12 Luck
Grey Gabaki - -25 Constitution, +50 Luck
Shadowpaw - -25 Agility, +50 Stamina

 



Stims:

Different levels of stims are available for different combat levels, they all last for five minutes and have a 5 second cooldown.

Using a stim of greater power than the one you have active will replace the buff, if you try to replace a buff of a higher value, you are told that you already have a similar buff active.

Known issue - Not all of these stims are assigned to any loot tables, for instance, we've not seen any CL80 Lucky Artifacts. Ones marked in gold are highest level confirmed to drop.

There are a wide array of reward stim buffs as well, these are usually a low bonus for a longer duration.

The best stims come from the Chu Gon dar cube, a list of combinations can be found here: Stims .

Note:  The stims are listed alongside items that use the "buff" slot so you may end up creating a "Stim" that is actually a buff.  Some trial and error is required.

Here is a list of looted stims:

Constitution

Fitness Stim (CL1) - +5 Constitution
Improved Fitness Stim (CL10) - +10 Constitution
Advanced Fitness Stim (CL20) - +15 ConstitutionHealth Stim (CL40) - +20 Constitution
Improved Health Stim (CL40) - +25 Constitution
Advanced Health Stim (CL50) - +30 Constitution
Constitution Stim (CL60) - +35 Constitution
Improved Constitution Stim (CL70) - +40 Constitution
Advanced Constitution Stim (CL80) - +45 Constitution

Stamina

Fortitude Stim (CL1) - +5 Stamina
Improved Fortitude Stim (CL10) - +10 Stamina
Advanced Fortitude Stim (CL20) - +15 Stamina
Endurance Stim (CL30) - +20 Stamina
Improved Endurance Stim (CL40) - +25 Stamina
Advanced Endurance Stim (CL50) - +30 Stamina
Stamina Stim (CL60) - +35 Stamina
Improved Stamina Stim (CL70) - +40 Stamina
Advanced Stamina Stim (CL80) - +45 Stamina

Strength

Energy Stim (CL1) - +5 Strength
Improved Energy Stim (CL10) - +10 Strength
Advanced Energy Stim (CL20) - +15 Strength
Power Stim (CL30) - +20 Strength
Improved Power Stim (CL40) - +25 Strength
Advanced Power Stim (CL50) - +30 Strength
Strength Stim (CL60) - +35 Strength
Improved Strength Stim (CL70) - +40 Strength
Advanced Strength Stim (CL80) - +45 Strength

Precision

Perception Scope (CL1) - +5 Precision
Improved Perception Scope (CL10) - +10 Precision
Advanced Perception Scope (CL20) - +15 Precision
Ocular Enhancement Scope (CL30) - +20 Precision
Improved Ocular Enhancement Scope (CL40) - +25 Precision
Advanced Ocular Enhancement Scope (CL50) - +30 Precision
Precision Scope (CL60) - +35 Precision
Improved Precision Scope (CL70) - +40 Precision
Advanced Precision Scope (CL80) - +45 Precision

Agility

Dexterity Stim (CL1) - +5 Agility
Improved Dexterity Stim (CL10) - +10 Agility
Advanced Dexterity Stim (CL20) - +15 Agility
Quickness Stim (CL30) - +20 Agility
Improved Quickness Stim (CL40) - +25 Agility
Advanced Quickness Stim (CL50) - +30 Agility
Agility Stim (CL60) - +35 Agility
Improved Agility Stim (CL70) - +40 Agility
Advanced Agility Stim (CL80) - +45 Agility

Luck

Hopeful Trinket (CL1) - +5 Luck
Charmed Trinket (CL10) - +10 Luck
Lucky Trinket (CL20) - +15 Luck
Hopeful Keepsake (CL30) - +20 Luck
Charmed Keepsake (CL40) - +25 Luck
Lucky Keepsake (CL50) - +30 Luck
Hopeful Artifact (CL60) - +35 Luck
Charmed Artifact (CL70) - +40 Luck
Lucky Artifact (CL80) - +45 Luck



Buff Combination Examples.

This is just an example of how buffs can be combined and is not meant to be taken as the norm.

Trader Buffs:

Wearable items with SEA's - +315 to Constitution, Stamina and Luck.
Wearable items with Exotic SEA's - Bleeding Absorption 8%, Fire Absorption 8%, Poison Absorption 8%.
Powerups - Bleeding Absorption 10%, Fire Absorption 10%, Poison Absorption 10%.

Elder Buffs:

Favor of the Elders (Elder buff) - Group Enhancement. Constitution, Stamina and Agility +20, 15 minutes duration.

Medic Buffs:

Nutrient Injection - +250 to Constitution, 30 minute duration. 
Stamina - +250 to Stamina, 30 minute duration.
Enhance Strength - +80 to Strength, 30 minute duration. 
Enhance Precision - +80 to Precision, 30 minute duration.  
Enhance Agility - +80 to Agility, 30 minute duration.  

Entertainer Buffs:

Action Cost Reduction - 8%
Resilience - 20% Reduced damage from DoT Effects.
Second Chance - 24% Chance to heal when hit in combat.

Domestic Trader Buffs:

Flameout (Bio Enhanced): +60 Constitution, +25 Agility, +25 Stamina.

Smuggler Buffs:

Booster Blue - +50 Constitution, +50 Stamina and +50 Luck, -50 Agility
Off the Books - +50 Luck, +50 Precision and 6% damage reduction.

Officer Buffs:

Tactics (Mark 9) - Agility +150, Constitution + 70, duration 4 minutes 30 seconds.

Group 1 - Unrestricted Buffs.

A focused Crystal (health) (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cooldown.
A focused Crystal (mind) (Pre Publish 25 reward, no longer available) - +500 Action and Proc Effect, Duration 2 hours, 1 day cooldown.

Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown).

Lair Crystal - Critical chance modified by 5%, Avoidance modified by 5%, 10% damage increase, Constitution +75, Luck +50, 3 minutes duration, 15 minute cooldown.

Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown).

Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cooldown.

All this adds up to:

Constitution - 960 (x8 = 7680 extra max health, x2 = 1920 extra max Action)
Stamina - 660 (x8 = 5280 extra max action, x2 = 1320 extra max health)

Max Health - +2000
Max Action - +500

Totals :
11000 extra max health, 7700 extra max action.  (approximately double base health and action for cl90)

Precision - +130 (0.9% chance to ranged crit)
Strength - +135 (1.0% chance to melee crit)
Agility - +225 - (2.25% chance to  glancing blow)
Luck - +465 (3.4% chance to ranged or melee crit, 1.1% chance to glancing blow)
Critical chance modified by 5%
Avoidance modified by 5%


Totals :
Chance to ranged crit - 9.3%
Chance to melee crit - 9.4%
Chance to glancing blow - 8.35%


Bleeding Absorption 18%
Fire Absorption 18%
Poison Absorption 18%.
20% Reduced damage from DoT Effects.

Totals:
Bleeding Absorption 38%
Fire Absorption 38%
Poison Absorption 38%.


Other Modifiers:

Action Cost Reduction - 8%
Chance to heal when hit in combat. - 24%
Damage increase - 10%


As you can see, stacking buffs can make a lot of difference.

You can also try this Statistic Calculator that was put together by myself and DjSco.



 


Message edited by BadgerSmaker on 10/04/2008 03:05:53.



SWG Stratics

Joined: Jan 7, 2004
Messages: 29556
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User Interface and Macros

 





You can fire special moves directly from your toolbar by activating the "Actions can be fired from the toolbar" feature. This allows you to use custom macros to:



  • Fire multiple special moves at the press of a single button on your keyboard.

  • Customise your key layout the way you want it.
  • Automatically use buffs, heals and items.
  • Switch Weapons, Clothing and Armor
  • Call and mount Vehicles
  • Call and group Droids and Pets
  • Fire off a constant and automatic chain of grenades.
  • Travel via shuttles without talking to the ticket droid.
  • Loot while in combat
  • Automatically mine asteroids in Space
  •  

    You can download a macros.txt file I manually wrote from here and copy it to your C:\Program Files\StarWarsGalaxies\profiles\[username] folder. It contains some useful macros as well as a macro to activate each slot on each toolbar, in fact the macros attempt to activate each move in your first toolbar four times to ensure they fire every time.


    Back up your old "macros.txt" file if you have one by renaming it to something like "oldmacros.txt". After you have copied it and restarted your client, go into go into options, then Keymap and click the custom tab:



    You can see I have assigned my first toolbar pane to the number pad (this is just my personal preference) and that the "Actions can be fired from the toolbar" option is checked. To assign a key to a macro, highlight it and click on Rebind.



    Click OK, then Click Apply.


    Now when you press that button on your keyboard, the move will fire.


    You can do this for all your special moves, you can even use Instant Stimpacks and grenades by dragging them into a toolbar slot and assigning a key to that toolbar slots corresponding macro.


    Feel free to play around with the macros and create you own combos.


     

     


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    Message edited by BadgerSmaker on 12/03/2007 02:51:53.



    Counselor

    Joined: Jul 16, 2003
    Messages: 1899
    Location: Bloodfin
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    This is awesome! Thank you.

     

    Question: you can have up to 24 keys for the toolbar now. What are you doing for the second set?

     

    Just adding ctrl+<numpad key> perhaps? Why only limit yourself to 12?




    SWG Stratics

    Joined: Jan 7, 2004
    Messages: 29556
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    fox183 wrote:

    This is awesome! Thank you.

     

    Question: you can have up to 24 keys for the toolbar now. What are you doing for the second set?

     

    Just adding ctrl+<numpad key> perhaps? Why only limit yourself to 12?


    Screenshots are a bit old. SMILEY



    Elite Pilot

    Joined: Aug 2, 2005
    Messages: 3133
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    Hope you will update this for post chapter five, this is like the combat bible.



    Moff

    Joined: Aug 30, 2004
    Messages: 683
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    Another easier to find bumpSMILEY



    SWG Stratics

    Joined: Jan 7, 2004
    Messages: 29556
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    Updatedthe first post with the info from DevH on Precision/Agility and Strength stat effects.



    Beast Master

    Joined: Feb 18, 2004
    Messages: 3212
    Location: Zagreb, Croatia
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    Will you add how weapon and armor powerups affect combat stats and what options are available.

    Also cold effect is changed, not sure, but it is not anymore snare 3 sec.


    Message edited by Wewa on 03/23/2007 06:23:07.



    SWG Stratics

    Joined: Jan 7, 2004
    Messages: 29556
    Offline

    Wewa wrote:

    Will you add how weapon and armor powerups affect combat stats and what options are available.

    Also cold effect is changed, not sure, but it is not anymore snare 3 sec.


    Yeah, sure.  I have a lot of changes to make to a lot of different guides and not a lot of free time to do it in.

     
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