There are two levels of gameplay in SWG. Basic and Advanced.
Basic Gameplay is primarily PVE oriented, with groups in light instancing up to Mustafar's quests.
Advanced Gameplay is high-level PVE including Heroic Instances, and PVP-in which you are competing on a battlefield with other players who are equipped with the best of the best they can get for their characters, including foods, buffs, expertise templates, and character stat modifications. Please understand, Advanced gameplay is complex and intense in SWG. There is a lot of math and actual scientific thought involved in creating the "uberleet" character.
Agod' is attempting a huge project: to equip all of you with fully statted sets of modifications which should help you in the Advanced Gameplay Arenas. I hope the information presented in this forum thread helps you decide how you want to use your Character Stat Modification Attachments to the best of your abilities for your greatest game-play pleasure.
Topics to follow:
What are your Character Core + Exotic Stats?
What are RE Attachments?
What Stat Mods are Available for Attachments?
Reverse Engineering
Moderator:Lexx Yovel
CHARACTER STAT BREAKDOWNS
This Information is from Badgersmaker’s Combat Guide Preparation thread found on SOE’s Forums at
http://forums.station.sony.com/swg/post ... _id=265090
This information was accurate up to and including Ch 7, to the best of my knowledge the devs have not chanced the core stat abilites and break-downs.
Looking at your character's information using (c), and the top-tab labeled "Status" You will see these Core Character Attributes, or Stats. This is a breakdown of how they effect things in combat. Try taking off all clothes weapons, jewelry, to get all white numbers and an idea of what your stats are. They WILL be different based on how you use your expertise points in your profession.
AGILITY
(Defence)
Dodge Chance .02%
Evasion Chance 1%
Parry Chance .005%
CONSTITUTION
(Defence *more health to take shots*)
+8 Health
+2 Action
LUCK
(Defence)
Dodge Chance .0033%
Evasion Chance .0033%
Evasion Value .1%
(Offence)
Critical Chance .0033%
Strikethrough Chance .005%
Strikethrough Value .1%
PRECISION
(Defence)
Block Chance .005%
Parry Chance .005%
(Offence)
Critical Chance 1%
Strikethrough Chance .005%
STAMINA
(Offence *more action to shoot dem with*)
+2 Health
+8 Action
STRENGTH
(Defence)
Block Chance .005%
Block Value (BV– Str) /2 + Str
(Offence)
Chance to Hit .01%
Melee Bonus Damage .33%
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
Critical Chance
The <<LUCKY>> 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.
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.
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.
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.
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.
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
This Information is from Badgersmaker’s Combat Guide Preparation thread found on SOE’s Forums at
http://forums.station.sony.com/swg/post ... _id=265090
This information was accurate up to and including Ch 7, to the best of my knowledge the devs have not chanced the core stat abilites and break-downs.
Looking at your character's information using (c), and the top-tab labeled "Status" You will see these Core Character Attributes, or Stats. This is a breakdown of how they effect things in combat. Try taking off all clothes weapons, jewelry, to get all white numbers and an idea of what your stats are. They WILL be different based on how you use your expertise points in your profession.
AGILITY
(Defence)
Dodge Chance .02%
Evasion Chance 1%
Parry Chance .005%
CONSTITUTION
(Defence *more health to take shots*)
+8 Health
+2 Action
LUCK
(Defence)
Dodge Chance .0033%
Evasion Chance .0033%
Evasion Value .1%
(Offence)
Critical Chance .0033%
Strikethrough Chance .005%
Strikethrough Value .1%
PRECISION
(Defence)
Block Chance .005%
Parry Chance .005%
(Offence)
Critical Chance 1%
Strikethrough Chance .005%
STAMINA
(Offence *more action to shoot dem with*)
+2 Health
+8 Action
STRENGTH
(Defence)
Block Chance .005%
Block Value (BV– Str) /2 + Str
(Offence)
Chance to Hit .01%
Melee Bonus Damage .33%
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
Critical Chance
The <<LUCKY>> 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.
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.
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.
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.
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.
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
What Stat Mods are Available for Attachments?
This posting is not complete, however here is the beginning information I have pulled together for you so far:
CORE STATS MODS
***Have Power Ratio of (1), PB(+35) = 35 Total Overall Mod Power Applied
***Available in attachments for Armor, Clothing, Weapon, each attachment=3 stats possible, 3x9pieces= 27 modifications total available on Core Stats
Goes on: (9 pieces possible)
1. Hat/Helmet
---1st
---2nd
---3rd
2. Gloves (* wookiees and trando's can only equip factional armor in this slot)
---1st
---2nd
---3rd
3. Belt/PSG
---1st
---2nd
---3rd
4. Boots/Shoes (* wookiees and trando's can only equip factional armor in this slot)
---1st
---2nd
---3rd
5. Pants
---1st
---2nd
---3rd
6. L Arm
---1st
---2nd
---3rd
7. R Arm
---1st
---2nd
---3rd
8. L Bracer
---1st
---2nd
---3rd
9. R Bracer
---1st
---2nd
---3rd
AVAILABLE MODS FOR CORE STATS
Name (Power Conversion Ratio) [Power Bit Needed] +Maximum Power
Agility(1) [35] +35
Block Value (1) [35] +35
Camouflage (1) [35] +35
Constitution (1) [35] +35
Luck (1) [35] +35
Precision (1) [35] +35
Stamina (1) [35] +35
Strength (1) [35] +35
EXOTIC STAT MODS
***Have varied Power Ratios & Overall Maximum Powers
***Available in attachments for Armor, Clothing, Weapon. Each Attachment=3 stats possible, 3x3pieces = 9 total exotic mods available.
Goes on: (3 pieces possible)
1. Chest Plate (armor attachment)
---1st
---2nd
---3rd
2. Shirt (clothing attachment)
---1st
---2nd
---3rd
3. Weapon (weapon attachment)
---1st
---2nd
---3rd
List of Exotic mods available to be continued
Thank you for your Patience!
This posting is not complete, however here is the beginning information I have pulled together for you so far:
CORE STATS MODS
***Have Power Ratio of (1), PB(+35) = 35 Total Overall Mod Power Applied
***Available in attachments for Armor, Clothing, Weapon, each attachment=3 stats possible, 3x9pieces= 27 modifications total available on Core Stats
Goes on: (9 pieces possible)
1. Hat/Helmet
---1st
---2nd
---3rd
2. Gloves (* wookiees and trando's can only equip factional armor in this slot)
---1st
---2nd
---3rd
3. Belt/PSG
---1st
---2nd
---3rd
4. Boots/Shoes (* wookiees and trando's can only equip factional armor in this slot)
---1st
---2nd
---3rd
5. Pants
---1st
---2nd
---3rd
6. L Arm
---1st
---2nd
---3rd
7. R Arm
---1st
---2nd
---3rd
8. L Bracer
---1st
---2nd
---3rd
9. R Bracer
---1st
---2nd
---3rd
AVAILABLE MODS FOR CORE STATS
Name (Power Conversion Ratio) [Power Bit Needed] +Maximum Power
Agility(1) [35] +35
Block Value (1) [35] +35
Camouflage (1) [35] +35
Constitution (1) [35] +35
Luck (1) [35] +35
Precision (1) [35] +35
Stamina (1) [35] +35
Strength (1) [35] +35
EXOTIC STAT MODS
***Have varied Power Ratios & Overall Maximum Powers
***Available in attachments for Armor, Clothing, Weapon. Each Attachment=3 stats possible, 3x3pieces = 9 total exotic mods available.
Goes on: (3 pieces possible)
1. Chest Plate (armor attachment)
---1st
---2nd
---3rd
2. Shirt (clothing attachment)
---1st
---2nd
---3rd
3. Weapon (weapon attachment)
---1st
---2nd
---3rd
List of Exotic mods available to be continued
Thank you for your Patience!