Star Wars: Knights of the Old Republic/Saves

Just as the success of a weapon attack is determined by an attack roll against defense, the success or extent of other damaging, debilitating and status-altering effects is determined by a saving throw against the Difficulty Class (DC) of those effects: the defender makes an opposed roll using d20 + the relevant save (Fortitude, Reflex or Will) versus the attacker's DC. If the saving throw is greater (or equal), then its success may reduce or negate any effect; if it fails, the attack has full effect.

Thus a saving throw always fails if maximum roll 20 + Save < DC, and always succeeds if minimum roll 1 + Save ≥ DC. Otherwise, the chance of success is as follows:

For example, a Fortitude saving throw must normally be made at DC 30 if a is triggered: Fortitude save 9 or less means this throw always fails (maximum roll 20 + 9 = 29), always resulting in poisoning; however, if it's 19 then it succeeds 50% of the time (roll (11-20) + 19 = 30-39); and if it's 29 or more then it always succeeds (minimum roll 1 + 29 = 30), never resulting in poisoning.

Each save affects the following (although, or feats, can negate effects before a saving throw is even made):

See the ../Difficulty Classes/ page for a more detailed breakdown of DCs to be saved against.

All characters have saves which increase as level increases. Progression varies according to class:

Attribute modifiers and any feat bonus adds to these base saves:

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Mod bonuses from and items are restricted to maximum 20, which is achievable with any :

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Force Aura, Shield or Armor only affect the Jedi for 20 seconds, whereas a Valor power affects the Jedi's entire party for 20 seconds (and also grants attribute bonuses that increase base saves as well).

Some headgear and belts only grant a bonus to a specific save:

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When debilitated, Dexterity modifier is no longer added to base Reflex save, and droid saves are reduced by 2.

Immunity
Immunity can negate effects before a saving throw is even made.

Critical Hits
Immunity: s prevents the second damage roll of a critical hit. It also prevents damage from being added when debilitated (or at all, for an enemy).

Due to the need for two successful rolls (attack, then threat), Immunity: Critical Hits becomes less useful as increases. For example, even if an attacker using Master has Critical Threat: 13-20,x2 (maximum 40% chance), with just 40% chance to hit there's only 16% chance of a critical hit; with 20% chance to hit, there's just 4% chance of a critical hit. Roll 20 + Attack < Defense results in minimum 5% chance to hit (roll 20 is an automatic hit) and 0% critical conversion.

Immunity: Critical Hits is granted by the following:

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However, only two or three enemies in the entire game equip any of these items, so this shouldn't affect your choice to master Critical Strike:

Mind-Affecting
Immunity: Mind-Affecting grants the same protection from being debilitated as : Fear and Stun (but not Paralysis):

s may entangle, but they are not actually debilitating.

s are normally granted Immunity: Mind-Affecting, and Paralysis, and are unaffected by Wound, Choke or Kill, but can be debilitated by Force Whirlwind and powers.

Immunity: Mind-Affecting (but not Force Immunity: Stun) also grants complete immunity to Force Push (not just stun, but damage and knockdown as well), but not a Terentatek's Slam Attack (stun only). Terentateks in turn are completely immune to Force Push, as are Rancors. Immobile droids, and some with active shields, are also completely immune to Force Whirlwind, as are Rancors and Terentateks.

Immunity: Mind-Affecting is granted by the following:

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Immunity: Mind-Affecting is the most common enemy immunity but it's still rare for organic enemies, and even rarer to encounter more than one with it at a time:

A few enemies are granted Force Immunity feats, effectively granting Immunity: Mind-Affecting (and sometimes Paralysis):

Poison
Immunity: Poison prevents the following from poisoning, before a Fortitude saving throw is even made, when active beforehand:

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 * Affliction and Plague
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Plague has DC 100, which is impossible to save against: the only other possible counters, the or Immunity powers, can only affect individual. Immunity: Poison is granted by the following:

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Improved Energy Resistance can affect a Jedi's entire party for 120 seconds (2 minutes) from level 9 onward.

s are normally granted Immunity: Poison, but there are only two organic enemies in the entire game that have it:

Poison can also be neutralized with the light side power Heal, or an.

Force Resistance
Force Resistance offers some protection from direct Force power attacks of Jedi opponents, possibly negating their effects. Attacking Jedi make an opposed roll using d20 + their level versus the defender's Force Resistance. If the attacker's result is greater (or equal), the attack succeeds. If the defender's total is greater, the attack has no effect.

Thus some protection is only offered if minimum roll 1 + attacker level < Force Resistance: for example, Force Resistance 16 offers no protection if the attacking Jedi is level 15 or higher (although a saving throw can still be made). Otherwise, the chance of a Force power being resisted is as follows:

For example, Force Resistance 32 cannot be breached at all until the attacking Jedi is at least level 12 (maximum roll 20 + 12 = 32); even at level 20, the chance of successfully breaching it is just 45% (roll (12-20) + 20 = 32-40).

The power grants a Jedi Force Resistance = 10 + defender level, from level 9 onward. The chances of enemy Force powers being resisted are as follows:

The Force Immunity power grants a Jedi Force Resistance = 15 + defender level, from level 15 onward: that's up to 25% more than Force Resistance. The chances of enemy Force powers being resisted are as follows:

These two Force powers last 60 seconds but can be cancelled sooner: only cancels Force Resistance, but Force Breach cancels both Resistance and Immunity. Only four enemies in the entire game can use Force Suppression:

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A few more can use Force Breach:

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It's rarer still for these rare enemies to use these powers, although they're most likely to do so if you disengage from combat and move out of melee range. Some enemies have natural Force Resistance, and others can acquire it by using Force Resistance or Immunity:

The chances of Force powers being resisted by enemies with natural Force Resistance are as follows:

The chances of Force powers being resisted by enemy Jedi using Force Resistance are as follows:

The chances of Force powers being resisted by enemy Jedi using Force Immunity are as follows:

Since enemy Jedi normally only use Force Resistance or Immunity in the first round upon engaging in combat, debilitating them in that first round prevents their use, even when no longer debilitated (although this isn't always possible, if they're aware of you before you're in range to debilitate them).

However, since nothing can be done about natural Force Resistance, using (Advanced) or other attacks is recommended in all cases.