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Padawan Guide SonGouki
of Kauri.
Hello
All! I can't help but notice that a lot of lower level Jedi are being killed
continuously and in some case's have racked up -2 million xp. I myself have
a few lower level allies that have not gotten out of the -300k xp mark. So I
come here with words of advice. These are all things that I have learned
over past several months as I made the climb to Knight (Guardian) ranks.
Please
read and listen carefully. The Path of Jedi is a difficult one but
rewarding. You may die easy now but at higher levels you are a formidable
foe even with very little PvP experience as myself.
1. As a new Jedi
you must hunt alone. This is not optional. If your player friends/guild
mates see your character do or use the mystical powers of a Jedi it
increase's your visibility ten-fold. Especially powers like
healing/lighting/force speed and such.
It is this way for one reason. You must obtain the strength and power on
your own. Not with a group of peeps to try to powerlvl yourself. If you hunt
in groups the terminals are a reality for you that you will have to face.
Now use of Solo groups is ok as long as your out of sight. If you run
missions DO NOT DO ANY FACTION Missions. This puts me on terminals in less
than a minute.
2. DO NOT SHOW
OFF!!! Jedi's do not dual out in open or in public place's. Dueling in
General should be reserved for when you've attained sufficient powers to
fend off/defeat your foes. Dueling people in public because you have no Jedi
tef now is un-acceptable and will lead you to being slain. It is your
responsibity to protect your character as much as you can. Any Player dual
is a 100% chance of ending up on terminals.
3. Do not engage
any NPC's that have factions. I.E. Mokks/jantas/dantari/mercenaries/sandpeople/Hutts/ewoks/jawas/imp/rebel
and such. Killing these NPC's with your Jedi will put you on terminals fast.
IF you need to hunt these NPC's for crystals use your main or ask guild
mates for help but do not be near them when they're slain. If your faction
adjusts in any direction up or down you build visibility.
Crystal MOB List:
Damage:
Tuskens - {Tantooine}
Nightsisters - {Dathomir}
Ewoks - {Endor}
Janta Kunga - {Dantooine}
Mokks - {Dantooine}
Various Wild Force wielders on {Dantooine}
Lokian Pirates - {lok}
High Level Corvette Mobs - {Corvette quest}
NPC Light/Dark Jedi - {Global/Dantooine}
Color Crystals:
Hutt Expedition Force Surveyor - {Yavin4}
Hutt Expedition Force Leader - {Yavin 4}
Lost Aqualish bomber - {Talus}
Lost Aqualish marksman - {Talus}
Binayre swindler - {Talus}
Binayre chief - {Talus}
Narmle commander - {Talus}
Lord Nyax disciple - {Corellia}
Marooned Pirate engineer - {Lok}
Nym Urveyor - {Lok}
Weequay captain - {Tatooine}
Alkhara champion - {Tatooine}
Brigand Leader - {Global}
A MOB listed as dropping a damage crystal can also drop a color crystal.
This list is not complete but close.
4. This
recommendation is optional and can swing either way. Get a BE suit with +12
- +16 Melee defense spread between the 4 articles. May be costly depending
on your sever. However stacked with +20 melee from FS trees and I also
recommend buying at least novice defender right off bat. This will assist
you in your leveling. If they (mobs) have hard time hitting you they'll have
hard time killing you. Novice Defender is only 20k Jedi Xp. The melee cloths
also offer Stun defense.
5. Start out slow.
Learn how your new char. works.... Don't race off buffed vs. Rancor�s you
will die! Start small like we did way backin the day. Try low level
creatures first you may be surprised how much xp you get from them and how
easy they are to kill. Good example try reg. quenkers on dant. if they're
easy with only little xp, then try savage's. Don't be afraid to work your
way up slowly and learn your new char. strengths and weakness's. Playing
around/educating yourself on Mobs is your best chance.
6. Get 1 full tree
of a light saber and 1 full tree of Light saber tech tree. The tech tree is
important since your light saber toughness defends you vs. all damage types
while LS is equipped. Also if you pick up a few box's in defender the Jedi
toughness adds (Does not Stack) to the LS toughness vs. all damage types but
light saber. I Recommend 0002 in saber first, After that it�s your choice.
7. make your saber
FC as low as possible when you make it Force is our power if you don't have
Force your will fall. So far the best crystals/pearls Generate at -9 Fc
each.
There are rumors of -13fc pearls/crystals but I myself have never seen these
beast�s.
Sabers work as such;
A. Training saber - base damage + 1 color crystal - Base FC - coming soon
B. 1st gen saber - base damage + 1 color crystal + 1 damage crystal/pearl -
Base FC - coming soon
C. 2nd gen saber - base damage + 1 color crystal + 2 damage crystal/pearl -
Base FC - coming soon
D. 3rd gen saber - base damage + 1 color crystal + 3 damage crystal/pearl -
Base FC 39
E. 4th gen saber - base damage + 1 color crystal + 4 damage crystal/pearl -
Base FC 53
Each generation has a Base FC generation that can be dropped 3-5pts by
experimenting on them.
4th Gen. Sabers are only available at master level. Also be leery of your
saber attacks! Read they�re descriptions. Some are Cone attacks that work
with line of sight of your character and were your attack land. Others are
Area attacks (these are your best most often). I see very little use for
Cone attacks right now unless you utilize them with Forcerun3. Cone attacks
however do seem to work and deal more damage in PvP situations.
Side Note: IF the -13�s exist you could easily craft a max damage 4th gen FC
1-2 saber that would be devastating to anything on the receiving end.
All crystals/pearls seem to decay at a fair rate and drop often from above
listed mobs.
Side Note: Some pearls/crystals seem to have round up options� for example
even though they appear to be a FC7, they are actually a FC 7.7. If this
were combined with a FC 5.4 you would round up to a difference of FC 13
instead of just FC 12. So watch your force cost numbers closely.
8. A good combat
technique for fighting creatures is to land blind, they miss far more with
this on that without. Especially if this is combined with Melee Defense from
other professions and stacked with a BE suit.
9. In the case
that you do die! Don't clone at cloning center if your killed by BH. If a BH
gets you clone at a shrine. The area around the shrine is usually safe and
there is less chance of you being camped. Even if a bug arises that your
mission appears multiple times. At least your far enough out that you can
retreat and run around planet till you can get to safe place to log.
There has been a huge debate as to whether or not your required to clone
after a BH kills you. You are not. Below is a general idea of how Bh vs.
JedI is Intended.
---------------------------------------------------------------------------------------------------------
1. A BH mission is 100% over after they deliver the DB and are paid (even
though it's only 15k).
2. A BH DB'ing a jedi automatically gives the jedi in question a -30k
penalty even if they're not cloned.
3. Many peeps fail to realize that the -30k penalty is the only penalty
applicable in this situation. They feel that the jedi is required to take
the extra -200k penalty which they are not.
4. Many peeps fail to realize that the -200k penalty is only applicable to
the jedi if they die in the wild due to negligence on they're part and being
in a PvE or PvP situation that they cannot receive a REZ.
---------------------------------------------------------------------------------------------------------
If your attacked and killed again by BH or group member in question after
being Rez�d and or they kill the Doc who Rez�d you report it as harassment.
Csr�s show up quick in situations like this. (This is a known bug/exploit
and will eventually be fixed as soon as SOE remembers how to turn on the
light bright.}
10. Carry a
variety of foods on your char. to help you in case you run into trouble.
Below are some of the best to use. Subject to Change and to players
preference;
A. Thakititllo - Knockdown defense +90-99, 2 use�s each fill of 45 - 12min.
B. Vasarian Brandy - +400-430 to all 3 mind stats 18 use�s 45fill for
38-45min.
C. SynthSteack - 45% damage reduction for 29-33 hits, 12 fill - Nice for
melee encounters
D. Vagnerian Canape - +715 to 2ndary mind pools for 9-10min and 39 fill.
E. Vercupti - +1230 to all your main ham pools for 68 fill for 7min. - Good
for last ditch encounters were you have to run/escape to regroup or log.
Very filling though so only use it if you NEED to.
F. Citros Snow cake - +40 to accuracy for 20 with a 29-39 fill. Very nice
for non-saber masters and or vs. Melee stackers.
G. Ithorian Mist +20 defense vs. dizzy for 20min. With 29 fill.
H. Deutrerium Pyro - +20 defense vs. Intimidate for 12min. And 18fill
I. Cho-Nor-Hoola (Defense Vs. Poison/Disease)\ - 16 fill - 26 mins
J. Trimpian (Defense Vs. Fire) - 16 fill - 25 mins
Thanks to El and Gix for they�re extensive food testing. Also the stats
listed above can swing either better or worse in any case it should be semi
close and get the job done. There are also other/many combinations of
foodstuffs that can be used in conjunction with each other. Try to get foods
that compliment your template and assist you in your playing style.
11. Speed
hackers!!! If your engaged by some insanely powerful individual review your
combat screen prior to cloning/Rez�ing. If it seems as though they were
hitting you at an accelerated rate. Use the Harassment option under your
HOLO-cron. The harassment option records all previous info and sends it to
CSR for a faster response. It also allows the CSR to almost replay the
event. Speed hackers will be banned and are easy to identify using this
method. I believe the cap on attacks is 1 per second. so if they're hitting
you 10x to your 1 in less than second you've run into a speed hacker.
Don't confuse this with warcy or stun/intim. which affect your char. speed
and accuracy. As well as your ability to heal/attack.
12. Know your
terrain this tip I overlooked in my first post and thank you Silthdraeth for
that tip. If engaged by ranged you can use tree�s and buildings to break
they�re line of sight on you. No line of sight means they can�t see they�re
target and can�t shoot you. Good for healing up or dodging here and there
while you recover or escape. On another note Fr1, Fr2, Fr3 allow you to move
at accelerated speeds.
Fr1: about speed of burst run with +33 to terrain
Fr2: About speed of speeder bike with +66 terrain
Fr3: About speed of speeder swoop - very fast
One of the nice things about force run is that it cost�s very little force
to activate and can regenerate the force used plus some before it wears off
in 2 minutes.
Also FR unlike Burst run is not affected by entering water. Keep this in
mind while being chased if they burst run after you swim across a small
river/lake real fast if they pursue into the water they lose they�re burst
run. This also applies if they pull and mount a speeder while burst running.
13. Robes: Not
sure bout these. I myself have mixed feelings. They offer +10regen and +250
Force pool. While I see a small regen bonus while wearing my robe the
alternative is a BE suit that you can enhance with skill tapes. A BE Suit if
made right can consist of 8 Pieces with up to 32 skill slots. That allows
you to drop up to 32 different skill tapes into the suit.
Combat Tips:
Combat is touch and go early on so you should do your best to avoid but as
you climb up there and become more attuned to your new character you may be
or wish to be engaged to test your metal. If so here�s a couple things that
you can do vs. other players.
Ranged:
Open up with saber throw, once or twice if you knock the person down as you
close the distance fire off flurry to land dizzy/stun/blind while on the
ground plus put them on the defensive. If they�re dizzied and knockdown does
not work. Remember posture change. 1hand saber has kd/posture. 2hand has kd/area
kd/posture. Pole arm has kd/posture. This does not included the use of force
powers kd. Rely on your saber block and or ranged defense. Attempt to lure
and kite groups of peeps apart from each other.
Melee:
This is tougher immediately open up with flurry1 or 2 and land blind/stun.
If your able to intimidate them if not make due. If dizzy lands use posture
first followed by the Kd if posture does not work. Save and use food for
decreasing they�re damage. If they begin to flop from dizzy/kd or posture
you�ll begin to wreck shop and put them on the defensive. Use saber throw to
eat through they�re synthetic defense�s while you keep your distance. Saber
throw can be spammed at 1 attack per second regardless of what animation
looks like.
If your enemies are on defensive they�re not attacking and your that much
better off. Also I recommend focusing on 1 target at time if engaged by
many. Spreading your attacks between 2 or 3 peeps is a waste of force since
they regen between each attack and states fall off they�re char. Pick and
choose if you have force run you have option of running out and viewing the
entire situation. Review they�re weaknesses and move back in or retreat. Get
buffs to all pools Mind as well as focus and willpower help out like you
cannot begin to imagine.
Side note:
1. Be careful when spamming saber throw or knockdown if it succeeds twice in
a row the char. Will be knocked down then immediately knocked up (no pun
intended) to standing without having to deal with risk of dizzy.
2. Also be careful bout spamming your attacks and standing still vs. running
while doing it. Once your standing still and animation has begun your stuck
in place for a few seconds no matter what. Running around your target while
spamming does not hold your character in place. This is useful information
when dealing with groups on enemies vs. solo fights.
Blow up they�re vehicles
This is not an option. If you have to retreat they can
and will pursue. If you destroy they�re bikes they have 15s of nothing till
they can give chase. If they�ve attacked you they�re tef�d and so will
they�re bikes use the TAB button to select they�re bikes and blow them up
while they�re riding them. As you outdistance them again they�ll attempt
once more to catch up with bike or mount. Mounts fall as fast as bikes do
and do very little to keep up with FR2. Without vehicles you take away the
choice of when and were to battle. Do not hide in lakes. Your buffs will
eventually fall and if they�re on mounts they can default attack you death
while on mount in the water. Even if you go LD (which is not recommended,
and in my opinion an exploit) if they�ve already begun to battle you they�ll
be able to continue to beat on you even while your LD. You also risk losing
your buffs making yourself even more vulnerable. Setup a safe house for your
self and set it as private with your Jedi on the admin/entry list. You
CANNOT enter if your tef�d and will have to wait 5min. W/o combat to lose
the tef and enter the house. Again do not go LD. Sit and logout the way it�s
intended.
Watch out for Bomb Droids
While most of these are weak to moderate a few can
really hurt and at 500-2500 PvP (prior to your jedI toughness resists)
damage they put you on defensive. If your on defensive your not attacking
and that�s better for them. You CAN target bomb Droids and saber throw them
before they get close to you. They usually blow up in one hit and do no
damage if destroyed this way. They cannot keep up with you if you have force
run or used burst run. Again use the TAB button to target the druids. Also
Droids cannot be pulled if they�re in combat with you. So they must peace
out wait 15s (sometimes more, less if they�re in a town). Also if you can
lead battles outside of city limits. For the obvious reason that in cities
peeps can peace out and pull druids/bikes uber fast. While outside of city
they must peace out and then wait for them to appear for 15s. This is great
way to thin out they�re ranks and pick them off one at time or runoff to
safe house were you can log safely. Bomb Droids can also be sent into the
water after you. Another reason for not hiding in the lake.
Droid bombs however cannot be sent into private house�s or house�s with a
Droid detection device.
This is only partial list of some of the things you can
do to make your leveling easier. To level you must stay off terminals. This
is a must. Bh was created for the sole purpose to keep you in check. This is
not KOTOR, If you end up on terminals due to your own negligence then you
deserve the death you get. The path of the Jedi is a lonely one. The path of
the Jedi is a difficult one. The path of the Jedi is a path that many will
fail on.
As far as you feeling that BH should not hunt you. That is
not the case or we all would be jedi. It's your responsibility to stay off
the terminals. Not SOE�s. Even though there are cowardly BH gank squads out
there most are not like this and will engage you with honor and integrity.
Losing to an opponent like this is not a bad thing you must take it as
learning experience. I did when Raden came for me and am that much better
for it.
Jedi profession is a reward not a gift. Those of us who have
leveled have worked hard. Just as hard as many of you will to get to were we
are. You cannont blame others for your loss when it is your responsibility
to protect your char. It is not hard. Running solo is quite and lonely but
the safest way to do it. IF you can learn to control your character at these
lower levels you will be a formidable opponent at higher level�s with only
moderate training.
Part 2
Versus MOBs � Inflicting Damage
1) Initial damage calculations:
initial min damage = (weapon min damage + damage stat) * profession damage
mod * special move damage mod * posture damage bonus * damage bonus
initial max damage = (weapon max damage + damage stat) * profession damage
mod * special move damage mod * posture damage bonus * damage bonus
initial min damage: Low-end damage range for the initial attack damage.
initial max damage: High-end damage range for the initial attack damage.
weapon min damage: Minimum damage value from the attacking weapon (including
power-ups).
weapon max damage: Maximum damage value from the attacking weapon (including
power-ups).
damage stats: Damage modifier for weapon style from stats (for example,
Unarmed Damage).
profession damage mod: Hidden damage modifier for the profession (for
example, for Jedi it�s 1.5).
special move damage mod: Hidden damage modifier of the attacking special
move (for example, Unarmed Hit 3 is a 4.0 modifier).
posture bonus damage: Damage bonus based on the target�s current posture
(standing = 1.00, kneeling = 1.25, lying = 1.50).
damage bonus: Hidden damage modifier to increase the damage of a special
move based on the target�s level (Jedi only).
2) The initial attack damage is a random number within the initial min and
max damage ranges. This is the value that appears in the combat log.
3) Now the MOB�s Armor damage reductions can be calculated:
reduced attack damage = initial attack damage * [AP/AR differential * ((100
� damage type resist) / 100)]
reduced attack damage: Attack damage after the Armor reductions.
initial attack damage: Damage determined from the initial attack
calculations (above).
AP/AR differential: Modifier based on the difference between the attacking
weapon�s AP rating and the target�s AR rating.
damage type resist: Target�s resistance value against the damage type of the
attacking weapon.
4) Finally, that reduced attack damage translates to the actual damage
inflicted:
actual damage = reduced attack damage
actual damage: Final damage actually inflicted on the target MOB, this is
the number that appears over their head.
reduced attack damage: Damage determined from all the reduced attack damage
calculations (above, if any).
Example:
Master TKA (250 Unarmed Damage) with Vibro Knucklers (AP1 50-200 Kinetic
damage) and 1.5 profession damage mod uses Unarmed Hit 3 (4.0 special move
damage mod) to hit a standing Nightsister Protector that has AR2 15% Kinetic
resists.
1) Initial damage ranges:
initial min damage = (50 + 250) * 1.5 * 4.0 * 1.0 * 1.0 = 1800
initial max damage = (200 + 250) * 1.5 * 4.0 * 1.0 * 1.0 = 2700
2) Initial attack damage range is 1800-2700, so let�s just say we hit for
the max of that range, making the initial attack damage 2700.
3) Final reductions:
reduced attack damage = 2700 * 0.50 * ((100 - 15) / 100) = 1147.5
4) So that means that the final damage actually inflicted on the Nightsister
Protector is 1148.
Versus MOBs � Taking Damage
1) Initial damage ranges calculations:
min damage = (mob min damage + weapon min damage)
max damage = (mob max damage + weapon max damage)
min damage: Low-end damage range for the potential attack damage.
max damage: High-end damage range for the potential attack damage.
mob min damage: Minimum damage value from the mob�s default damage rating
(visible on creatures by a Ranger).
mob max damage: Maximum damage value from the mob�s default damage rating
(visible on creatures by a Ranger).
weapon min damage: Minimum damage value from the attacking weapon (NPC�s
only).
weapon max damage: Maximum damage value from the attacking weapon (NPC�s
only).
2) Once the above has been calculated your Mitigation (if you have any)
versus the attack type (melee or ranged) is calculated:
mitigated max damage = min damage + ((max damage - min damage) * ((100 -
mitigation mod) / 100))
mitigated max damage: New calculated maximum damage from mitigation.
min damage: Low-end damage range for the potential attack damage.
max damage: High-end damage range for the potential attack damage.
mitigation mod: Percentage amount of damage mitigated based on your rating
(1 = 20%, 2 = 40%, 3 = 60%).
3) Now that the range of potential damage has been determined the initial
attack damage ranges can be calculated:
initial min damage = min damage * special move damage mod * posture bonus
damage * ((100 - intimidation damage reduction) / 100) * ((100 - stun damage
reduction) / 100)
initial max damage = mitigated max damage * special move damage mod *
posture bonus damage * ((100 - intimidation damage reduction) / 100) * ((100
- stunned damage reduction) / 100)
initial min damage: Low-end damage range for the initial attack damage.
initial max damage: High-end damage range for the initial attack damage.
min damage: Low-end damage range for the potential attack damage.
mitigated max damage: High-end damage range for the mitigated potential
attack damage.
special move damage mod: Hidden damage modifier of the attacking special
move (for example, Unarmed Hit 3 is a 4.0 modifier).
posture bonus damage: Damage bonus based on the target�s current posture
(standing = 1.00, kneeling = 1.25, lying = 1.50).
intimidation damage reduction: If the MOB is Intimidated they receive a
66.67% damage reduction.
stunned damage reduction: If the MOB is Stunned they receive a ?? damage
reduction (I believe it�s 10%).
4) The initial attack damage is a random number within the initial min and
max damage ranges. This is the value that appears in the combat log.
5) At this point your defenses begin to come into play, with your defensive
damage reducing modifiers being calculated first:
reduced attack damage = intial attack damage * ((100 - weapon toughness mod)
/ 100) * ((100 - secondary toughness mod) / 100) * ((100 - foodstuff damage
reduction) / 100)
reduced attack damage: Attack damage after the defensive damage reducing
modifiers reductions (if any).
initial attack damage: Damage determined from the initial attack
calculations (above).
weapon toughness mod: Toughness mod value for the currently equipped weapon,
if it exists (such as Unarmed Toughness).
secondary toughness mod: Additional toughness mod value, if it exists (such
as Jedi Toughness).
foodstuff damage reduction: Damage reduction from ingested foodstuffs (such
as Synthsteak).
6) Next your Force Armor�s effect is calculated:
reduced attack damage = initial reduced attack damage * ((100 - Force armor
reduction) / 100)]
reduced attack damage: Attack damage after the Force Armor reduction (if
any).
initial reduced attack damage: Damage determined from the defensive damage
reducing modifiers calculations (above, if any).
Force armor reduction: Value of the Force Armor�s reduction mod.
Incidentally, your Force power is reduced based on how much damage Force
Armor absorbed using the following calculation:
Force power = Force power - (initial reduced attack damage - reduced attack
damage)
7) Next your PSG�s effect is calculated:
reduced attack damage = initial reduced attack damage * [AP/AR differential
* ((100 - damage type resist) / 100)]
reduced attack damage: Attack damage after the PSG reduction (if any).
initial reduced attack damage: Damage determined from the Force Armor
reduced attack damage calculations (above, if any).
AP/AR differential: Modifier based on the difference between the attacking
weapon�s AP rating and the PSG�s AR rating.
damage type resist: PSG�s resistance value against the damage type of the
attacking weapon/creature.
Incidentally, the PSG�s Condition is reduced based on how much damage it
absorbed using the following calculation:
PSG condition = PSG condition - ((initial reduced attack damage * AP/AR
differential) - reduced attack damage))
8) Next your Armor�s effect is calculated much the same way as the PSG�s:
reduced attack damage = initial reduced attack damage * [AP/AR differential
* ((100 - damage type resist) / 100)]
reduced attack damage: Attack damage after the Armor piece�s reduction (if
any).
initial reduced attack damage: Damage determined from the PSG reduced attack
damage calculations (above, if any).
AP/AR differential: Modifier based on the difference between the attacking
weapon�s AP rating and the Armor�s AR rating.
damage type resist: Armor�s resistance value against the damage type of the
attacking weapon/creature.
Incidentally, the Armor piece�s Condition is reduced based on how much
damage it absorbed using the following calculation:
armor condition = armor condition - ((initial reduced attack damage * AP/AR
differential) - reduced attack damage))
9) Finally, all that reduced attack damage translates to the actual damage
incurred:
actual damage = reduced attack damage
actual damage: Final damage actually incurred by you, this is the number
that appears over your head.
reduced attack damage: Damage determined from all the reduced attack damage
calculations (above, if any).
Example 1:
Jedi Padawan/regular profession hybrid with Master TKA (57 Unarmed Toughness
and Melee Mitigation 3), Master Force Defender (45 Jedi Toughness) wearing
an AP1 40% Stun PSG, AP1 39% Stun Composite, and that is currently under the
affect of Synthsteak (43% damage reduction) is attacked by a Dark Trooper
with a base damage of (400-500) using a Stun Baton (AP0 320-330 Stun damage)
with One-Hand Hit 3 (4.0 special move damage modifier), while intimidated.
1) Base damage ranges:
min damage = 400 + 320 = 720
max damage = 500 + 330 = 830
2) Melee Mitigation:
mitigated max damage = 720 + ((830 � 720) * ((100 - 60) / 100)) = 764
So, after mitigation, the current attack damage range is 720-764.
3) Initial damage ranges:
initial min damage = 720 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0)
/ 100) = 959.904
initial max damage = 764 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0)
/ 100) = 1018.5648
4) Initial attack damage range is 960-1019, so let�s just say we get hit for
1000 initial attack damage.
5) Defensive damage reducing modifiers:
reduced attack damage = 1000 * ((100 - 57) / 100) * ((100 - 45) / 100) *
((100 - 43) / 100) = 134.805
6) Forcce Armor reduced damage:
None
7) PSG reduced damage:
reduced attack damage = 134.805 * 0.50 * ((100 - 40) / 100) = 40.4415
FYI: PSG condition loss = (134.805 * 0.50) - 40.4415 = 26.961
8) Armor reduced damage:
reduced attack damage = 40.4415 * 0.50 * ((100 - 39) / 100) = 12.334657
FYI: Armor piece condition loss = (40.4415 * 0.50) - 12.334657 = 7.886093
9) So that means that the final damage actually incurred from the Dark
Trooper is only 12! (Hello new template for my main, lol)
Example 2:
Jedi Padawan with Master Lightsaber (55 Lightsaber Toughness), Force
Defender:4004 (21 Jedi Toughness), Force Powers:xx2x (Force Intimidate), and
Force Enhancer:x4xx (Force Armor +45) that is currently under the affect of
Synthsteak (43% damage reduction) is attacked by a Dark Trooper with a base
damage of (400-500) using a Stun Baton (AP0 320-330 Stun damage) with
One-Hand Hit 3 (4.0 special move damage modifier), while intimidated.
1) Base damage ranges:
min damage = 400 + 320 = 720
max damage = 500 + 330 = 830
2) Mitigation:
Jedi get no mitigation, so the current attack damage range is 720-830.
3) Initial damage ranges:
initial min damage = 720 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0)
/ 100) = 959.904
initial max damage = 830 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0)
/ 100) = 1106.556
4) Initial attack damage range 960-1107, so let�s just say we get hit for
1100 initial attack damage.
5) Defensive damage reducing modifiers:
reduced attack damage = 1100 * ((100 - 55) / 100) * ((100 - 21) / 100) *
((100 - 43) / 100) = 222.8985
6) Forcce Armor reduced damage:
reduced attack damage = 222.8985 * ((100 - 45 ) / 100) = 122.59417
FYI: Force cost = 222.8985 - 122.59417 = 100.30433
7) PSG reduced damage:
None
8) Armor reduced damage:
None
9) So that means that the final damage actually incurred from the Dark
Trooper is 123.
PvP Damage
PvP Damage works out almost exactly like a combination of the above two
cases, with a few exceptions.
1) Initial damage ranges calculations:
min damage = (weapon min damage + damage stat)
max damage = (weapon max damage + damage stat)
min damage: Low-end damage range for the potential attack damage.
max damage: High-end damage range for the potential attack damage.
weapon min damage: Minimum damage value from the attacking weapon (including
power-ups).
weapon max damage: Maximum damage value from the attacking weapon (including
power-ups).
damage stats: Damage modifier for weapon style from stats (for example,
Unarmed Damage).
2) Once the above has been calculated Mitigation (if any) versus the attack
type (melee or ranged) is calculated:
mitigated max damage = min damage + ((max damage - min damage) * ((100 -
mitigation mod) / 100))
mitigated max damage: New calculated maximum damage from mitigation.
min damage: Low-end damage range for the potential attack damage.
max damage: High-end damage range for the potential attack damage.
mitigation mod: Percentage amount of damage mitigated based on rating (1 =
20%, 2 = 40%, 3 = 60%).
3) Now that the range of potential damage has been determined the initial
attack damage ranges can be calculated:
initial min damage = min damage * profession damage mod * special move
damage mod * posture bonus damage * ((100 - PvP reduction) / 100) * ((100 -
intimidation damage reduction) / 100) * ((100 - stun damage reduction) /
100)
initial max damage = mitigated max damage * profession damage mod * special
move damage mod * posture bonus damage * ((100 - PvP reduction) / 100) *
((100 - intimidation damage reduction) / 100) * ((100 - stunned damage
reduction) / 100)
initial min damage: Low-end damage range for the initial attack damage.
initial max damage: High-end damage range for the initial attack damage.
min damage: Low-end damage range for the potential attack damage.
mitigated max damage: High-end damage range for the mitigated potential
attack damage.
profession damage mod: Hidden damage modifier for the profession (for
example, for Jedi it�s 1.5).
special move damage mod: Hidden damage modifier of the attacking special
move (for example, Unarmed Hit 3 is a 4.0 modifier).
posture bonus damage: Damage bonus based on the target�s current posture
(standing = 1.00, kneeling = 1.25, lying = 1.50).
PvP reduction: Constant damage reduction for all PvP, currently 75%.
intimidation damage reduction: If Intimidated there is a 66.67% damage
reduction.
stunned damage reduction: If Stunned there is a ?? damage reduction (I
believe it�s 10%).
4) The initial attack damage is a random number within the initial min and
max damage ranges. This is the value that appears in the combat log.
5) At this point defenses begin to come into play, with the defensive damage
reducing modifiers being calculated first:
reduced attack damage = initial attack damage * ((100 - weapon toughness
mod) / 100) * ((100 - secondary toughness mod) / 100) * ((100 - foodstuff
damage reduction) / 100)
reduced attack damage: Attack damage after the defensive damage reducing
modifiers reductions (if any).
initial attack damage: Damage determined from the initial attack
calculations (above).
weapon toughness mod: Toughness mod value for the currently equipped weapon,
if it exists (such as Unarmed Toughness).
secondary toughness mod: Additional toughness mod value, if it exists (such
as Jedi Toughness).
foodstuff damage reduction: Damage reduction from ingested foodstuffs (such
as Synthsteak).
6) Next Force Armor�s effect is calculated:
reduced attack damage = initial reduced attack damage * ((100 - Force armor
reduction) / 100)]
reduced attack damage: Attack damage after the Force Armor reduction (if
any).
initial reduced attack damage: Damage determined from the defensive damage
reducing modifiers calculations (above, if any).
Force armor reduction: Value of the Force Armor�s reduction mod.
Incidentally, Force power is reduced based on how much damage Force Armor
absorbed using the following calculation:
Force power = Force power - (initial reduced attack damage - reduced attack
damage)
7) Next the PSG�s effect is calculated:
reduced attack damage = initial reduced attack damage * [AP/AR differential
* ((100 - damage type resist) / 100)]
reduced attack damage: Attack damage after the PSG reduction (if any).
initial reduced attack damage: Damage determined from the Force Armor
reduced attack damage calculations (above, if any).
AP/AR differential: Modifier based on the difference between the attacking
weapon�s AP rating and the PSG�s AR rating.
damage type resist: PSG�s resistance value against the damage type of the
attacking weapon.
Incidentally, the PSG�s Condition is reduced based on how much damage it
absorbed using the following calculation:
PSG condition = PSG condition � ((initial attack damage * AP/AR
differential) - reduced attack damage))
8) Next the Armor�s effect is calculated much the same way as the PSG�s:
reduced attack damage = initial reduced attack damage * [AP/AR differential
* ((100 - damage type resist) / 100)]
reduced attack damage: Attack damage after the Armor reduction (if any).
initial reduced attack damage: Damage determined from the PSG reduced attack
damage calculations (above, if any).
AP/AR differential: Modifier based on the difference between the attacking
weapon�s AP rating and the Armor�s AR rating.
damage type resist: Armor�s resistance value against the damage type of the
attacking weapon/creature.
Incidentally, the Armor piece�s Condition is reduced based on how much
damage it absorbed using the following calculation:
armor condition = armor condition - ((initial reduced attack damage * AP/AR
differential) - reduced attack damage))
9) Finally, all that reduced attack damage translates to the actual damage
incurred/inflicted:
actual damage = reduced attack damage
actual damage: Final damage actually incurred/inflicted, this is the number
that appears over the head.
reduced attack damage: Damage determined from all the reduced attack damage
calculations (above, if any).
Example 1:
Billy is a Master TKA/Brawler/Rifleman (62 Unarmed Toughness and
Melee/Ranged Mitigation 3) with his VK�s equipped, AP1 40% Energy PSG, AP1
90% Energy Composite armor, and 43% Synthsteak.
Jimmy is a Master Rifleman/Smuggler with a pre-nerf T21 (AP3 350-700 Energy
damage).
Jimmy hits Billy while he�s knocked down with Strafe Shot 2 (4.0 special
move damage mod). Note that Unarmed Toughness does not function versus
ranged attacks.
1) Base damage ranges (no damage stat):
min damage = 350 + 0
max damage = 700 + 0
2) Ranged Mitigation:
mitigated max damage = 350 + ((700 - 350) * ((100 - 60) / 100)) = 490
3) Initial damage ranges:
initial min damage = 350 * 1.5 * 4.0 * 1.5 * ((100 - 75) / 100) * ((100 - 0)
/ 100) * ((100 - 0) / 100) = 787.5
initial max damage = 490 * 1.5 * 4.0 * 1.5 * ((100 - 75) / 100) * ((100 - 0)
/ 100) * ((100 - 0) / 100) = 1102.5
4) Initial attack damage range is 788-1103, so let�s say Jimmy�s initial
attack damage is 1100.
5) Defensive damage reducing modifiers:
reduced attack damage = 1100 * ((100 - 0) / 100) * ((100 - 0) / 100) * ((100
- 43) / 100) = 627
6) Force Armor reduced damage:
None
7) PSG reduced damage:
reduced attack damage = 627 * 1.5625 * ((100 - 40) / 100) = 587.8125
FYI: PSG condition loss = (627 * 1.5625) - 587.8125 = 391.875
8) Armor reduced damage:
reduced attack damage = 587.8125 * 1.5625 * ((100 - 90) / 100) = 91.845703
FYI: Armor piece condition loss = (587.8125 * 1.5625) - 91.845703 =
826.61133
9) So after all the reductions Billy incurs 92 damage from Jimmy�s attack
(but it really tore the PSG and Armor piece apart).
Example 2:
Bob is a Master TKA/Brawler (62 Unarmed Toughness and Melee Mitigation 3)
with his VK�s equipped, AP1 40% Lightsaber PSG, and 43% Synthsteak.
Doug is a Jedi Padawan with Master Lightsaber and a 4th Gen Double-Bladed
Lightsaber with 4 Flawless Crystals (AP2 600-700 Lightsaber damage).
Doug hits Bob with a Dervish (4.5 special move damage mod) while he is
intimidated.
1) Base damage ranges (no damage stat):
min damage = 600 + 0
max damage = 700 + 0
2) Melee Mitigation:
mitigated max damage = 600 + ((700 - 600) * ((100 - 60) / 100)) = 640
3) Initial damage ranges:
initial min damage = 600 * 1.5 * 4.5 * 1.0 * ((100 - 75) / 100) * ((100 -
66.67) / 100) * ((100 - 0) / 100) = 1012.5
initial max damage = 640 * 1.5 * 4.5 * 1.0 * ((100 - 75) / 100) * ((100 -
66.67) / 100) * ((100 - 0) / 100) = 1080
4) Initial attack damage range is 1013-1080, so let�s say Doug�s initial
attack damage is 1050.
5) Defensive damage reducing modifiers:
reduced attack damage = 1050 * ((100 - 62) / 100) * ((100 - 0) / 100) *
((100 - 43) / 100) = 227.43
6) Force Armor reduced damage:
None
7) PSG reduced damage:
reduced attack damage = 227.43 * 1.25 * ((100 - 40) / 100) = 170.5725
FYI: PSG condition loss = (227.43 * 1.25) - 170.5725 = 113.715
8) Armor reduced damage:
Bypassed
9) So after all the reductions Bob incurs 171 damage from Doug�s Lightsaber
attack �o fury.
Notes
SWG rounds numbers oddly, where some calculations round up, round down,
floor, ceiling, or even just truncate. This causes some final numbers to
look a little �off� sometimes.
The placement of the Mitigation calculation may be incorrect, but I believe
this is when it is calculated. It could be after the Profession Damage Mod
and Special Move Damage Mod are calculated, but I don�t think so.
The placement of the PvP Reduction calculation may be incorrect, but I
believe this is when it is calculated. It�s either here or when the min/max
damage are first being determined.
The placement of the Damage Reductions (Toughness) calculation may be
incorrect, but I believe this is when it is calculated. It could be after
the Force Armor, PSG, and Armor reductions are calculated (but that makes
Condition loss seem to high).
The AP/AR Differential calculation takes the difference between the
attacking weapon�s AP (Armor Piercing) rating and the defending armor�s AR
(Armor Restraint) rating. The ratings are None (0), Light (1), Medium (2),
and Heavy (3).
For every level AP is above AR the attack gets a 25% bonus. So, if the
attacking weapon had AP2 and the armor had AR1 the weapon would do 25% more
damage. If the weapon had AP3 it would get a 56.25% bonus.
For every level AR is above AP the attack gets reduced by 50%. So, if the
attacking weapon had AP1 and the armor had AR2 the weapon would do 50% less
damage. If the armor had AP3 it would reduce the damage by 75%.
However, if the defending armor is vulnerable (or there is no armor) no
attack bonus is given! For example, if your weapon was AP3 and did Energy
damage and you attacked a creature with AP1 armor but with no Energy resists
you would not do any increased damage from the AP/AR Differential (but their
armor wouldn�t be reducing your damage any either).
Also, if the AP and AR are equal there is no bonus or reduction.
The calculations to use in the above formulas work out like this:
AP0 vs. AR0 = 1.0
AP1 vs. AR0 = 1.25
AP2 vs. AR0 = 1.5625
AP3 vs. AR0 = 1.953125
AP0 vs. AR1 = 0.5
AP1 vs. AR1 = 1.0
AP2 vs. AR1 = 1.25
AP3 vs. AR1 = 1.5625
AP0 vs. AR2 = 0.25
AP1 vs. AR2 = 0.5
AP2 vs. AR2 = 1.0
AP3 vs. AR2 = 1.25
AP0 vs. AR3 = 0.125
AP1 vs. AR3 = 0.25
AP2 vs. AR3 = 0.5
AP3 vs. AR3 = 1.0
This entire uber post and all the work involved in it was all done by
SonGouki from Kauri.
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