Star Wars: Knights of the Old Republic/Combat

Attack
Attacks with weapons cannot normally hit and subsequently damage an opponent unless an attack roll is equal to or greater than that opponent's. An attack roll is the sum of attack bonuses and the roll of a twenty-sided die (d20). According to, a minimum d20 roll (1) is an automatic miss while a maximum d20 roll (20) is an automatic hit, so chance to hit has a minimum of 5% and a maximum of 95% regardless of whether or not the total attack roll would equal or exceed defense. Maximum 95% chance to hit is achieved when the sum of attack bonuses + 2 (the lowest d20 roll that is not an automatic miss) is equal to or greater than an opponent's defense.

According to Feedback, melee on ranged bonus of +10 is added to attack roll when a melee attacker attacks a ranged opponent. Conversely, Close Proximity Ranged Bonus of +10 is added to attack roll when a ranged attacker attacks any opponent in close proximity.

Base
All characters have a base attack bonus which increases as level increases. Progression varies according to class:

Attribute modifier
modifier is added to attack roll when using melee weapons, or lightsabers when equal to or greater than modifier.

Dexterity modifier is added to attack roll when using ranged weapons, or lightsabers when greater than Strength modifier.

Dual Wield Penalty
Using two weapons or a double-bladed weapon normally incurs an attack penalty, which depends on whether or not the attacker has any feat and a balanced weapon (which adds a Small Offhand Bonus of +2 to the attacks of the main hand):

Feats
Numerous feats apply a penalty or bonus to the attack roll:

Effect bonus
Various weapons add an attack bonus to the attack roll, while the dark side power applies a penalty of -2.

Critical Threat
As well as resulting in an automatic hit, a maximum d20 roll of 20 results in an automatic Critical Threat. A Critical Threat is a second attack roll which can result in a critical hit making a second damage roll when equal to or greater than an opponent's.

Some weapons have a higher Critical Threat range, increasing the chance of a roll within that range:

s and s all have base Critical Threat range 19-20 (10%), while s only have 20-20 (5%). The Keen bonus can increase base Critical Threat range, as can the and  feats. According to, any Keen bonus is additive with feat bonuses, resulting in the following:

Defense
Characters can only be hit and subsequently damaged by attacks with weapons when an roll is equal to or greater than defense. An attack roll is the sum of attack bonuses and the roll of a twenty-sided die (d20). According to the, a minimum d20 roll (1) is an automatic miss while a maximum d20 roll (20) is an automatic hit, so chance to hit has a minimum of 5% and a maximum of 95% regardless of whether or not the total attack roll would equal or exceed defense. Minimum 5% chance to hit is achieved when defense is greater than an opponent's attack roll + 19 (the highest d20 roll that is not an automatic hit).

All characters have base defense 10, to which their modifier is added. Maximum Dexterity bonus to defense is restricted when wearing armor: for example, an armor displaying Max Dexterity Bonus: +5 would restrict defense added by the Dexterity modifier to +5, even when it was greater than +5.

However, although the Descriptions for robes display Max Dexterity Bonus as well, according to Feedback this restriction does not actually apply. Even though all robes display Max Dexterity Bonus: +8, Dexterity modifiers greater than +8 are still added to defense in their entirety.

Many opponents also have a Natural bonus and an Armor bonus. From comparing Defense Bonus displayed in an armor's description and the output of Feedback, this bonus is often split between Armor and feats and effects. The Defense Bonus of robes has no Armor bonus.

Feats and effects
sums penalties and bonuses from all of the following under feats and effects mod:

Feats and effects are restricted to a maximum defense bonus of 10: for example, a light side Jedi wearing (+5) and using Master Speed (+4) and Force Armor (+6) only receives a defense bonus of 10, not 15. However, this also means that penalties can be incurred without reducing defense, since they can be offset by any excess: for example, in this case it makes no difference if Critical Strike is used since the defense bonus is 10 in either case (15 is restricted to 10, or 15 - 5 = 10).

Many Force powers are restricted by armor, including light side buffs. Although you cannot change armor once engaged in combat, you can put on armor if not already wearing any: this means you can quickly use light side powers like Master Speed, then put on armor for a truly dangerous combat Jedi.

Feat
One set of feats is separate to feats and effects in :

Class
Some classes receive a defense bonus from feats they gain at certain levels:

Class bonuses are restricted to a maximum defense bonus of +10. This maximum can only be achieved by a main player character at level 18 with any Jedi class who was a level 6 Scoundrel, but it cannot normally be exceeded (since even a level 12 Scoundrel could only become a level 8 Jedi at most).

Debilitated penalty
Debilitated penalty results in -4 defense whenever a target is debilitated by any of the following:

Being debilitated also means modifier isn't added to. Characters may avoid being debilitated with a successful save, Immunity:, or.

Damage
A successful attack can inflict damage, reducing. ../Melee weapons/ and disruptors inflict physical damage of different types:

Creatures armed with claws also inflict slashing damage. ../Lightsabers/ and most ranged weapons inflict energy damage:

However, disruptors aren't the only ranged weapons that don't:

How much damage is inflicted is normally determined by the roll of a virtual numbered die or dice, which can be expressed with the notation XdY, where X is the number of dice with Y sides rolled:

Minimum total roll is X, while the maximum is X * Y. The more dice are rolled, the more likely the total will approach the average. For example, although a Long Sword inflicts slightly less damage than a Vibrosword (1-12 or 1d12 vs 2-12 or 2d6), it is equally likely to roll 1, 7 or 12 (1/12 chance each), whereas the Vibrosword is far less likely to roll 2 or 12 (1/36 chance each) but far more likely to roll 7 (1/6 chance):

More advanced weapons of the same type can have additional bonuses, both set or dice rolls, of the same or different damage type(s). The following damage bonuses are always the same type as the weapon:


 * modifier (melee weapons and lightsabers only)
 * Bonus damage (, or )
 * Bonus damage (, or )

Critical hit
Critical hits occur when the d20 roll of a successful attack is within the weapon's range and a second attack or threat roll is also successful. This results in a multiplication of a base damage roll of the weapon. Damage bonuses are multiplied as well, with the exception of following:


 * Set item bonuses (for example, 's Damage Bonus: 3, Energy)
 * damage

For example, the damage of a critical hit from a dark side 's Master  Sneak Attack using a  with  (Damage Bonus: 1-6, Energy) and Crystal, Opila (Damage Bonus: 3, Energy and Massive Criticals: 2-12),  modifier +8, : Lightsaber and dark side mastery would be as follows:

Due to the need for two successful rolls, the and  feats are extremely dependent on chance to hit to maximize their damage. However, threat roll has no automatic miss on 1 and hit on 20, so 100% and 0% chance are possible.

Taking chance to hit, Critical Threat range and threat roll into account, the actual probability of any attack end up as successful critical hit are shown in the following:

For example, the total damage of a dark side Jedi Guardian's successful hit using a Lightsaber (2-16) with the Sigil (1-6) crystal, Strength modifier +8, Weapon Specialization: Lightsaber (+2) and Dark Side mastery (1-8) is 14-40, or 27 average damage per hit. Master Critical Strike quadruples critical threat range from 10% to 40%, so:
 * 10% chance to hit results in 2.7 average damage per attack + 27*1% additional critical damage (10% critical threat range * 10% threat roll = 1%) to 2.97 average damage in total. In this case Critical Strike is useless, because extended 13-20 (40%) critical threat range is cut by 19-20 (10%) chance to hit, so it returns to same dafault 10% and you get no advantage, but still may have -5 defense penalty.
 * 50% to hit results in 13.5 average damage + 27*20% critical damage (40% critical threat range * 50% threat roll) for 18.9 in total.
 * 75% to hit results in 20.25 average damage + 27*30% critical damage for 28.35 in total.
 * 95% to hit with 100% on threat roll results 25.65 average damage + 27*40% critical damage for 36.45 in total.

Damage Resistance
which isn't deflected by any can be resisted before  increases it by 50% on Difficult. The feats Improved and  reduce any damage (including acid, dark side, ion, light side, piercing, poison and universal) by 2, but other sources of resistance only reduce specific damage types:

Improved allows any level > 8 Jedi to grant the entire party Immunity:  and Damage Resistance: Resist 15/- vs. Sonic, Cold, Fire, Electrical (and Energy)  for 120 seconds (2 minutes). Additional sources of damage resistance against these types are rarely necessary, particularly since successful saves normally halve the damage of grenades and droid special weapons beforehand.

Damage Immunity
Damage Immunity is normally excessive since a combination of high saves, (Improved) and  can already significantly reduce damage, or even negate it entirely.

Damage Immunity: 100% vs. Electrical may be useful against the dark side powers Shock, Force Lightning and Force Storm (although it does not apply to the Force point damage of the latter), and combining it with Immunity: removes the need for Will saves almost entirely.

Combat Difficulty
Adjusting has the following effect on damage from enemy attacks:

Final enemy damage is reduced by 50% on Easy and increased by 50% on Hard, rounding down in both cases. This includes 'friendly' fire from grenades and mines.

Vitality

 * The red bar represents a character's health, measured in vitality points. Vitality points (VP) decrease when a character takes damage from an attack or other effect. If the total reaches zero, the character falls unconscious and is unable to move or fight until healed. If the entire party falls unconscious, the game will end. To continue, load a previously saved game or begin from the last AUTO SAVE point. As long as one character in the party remains conscious to guard the others, the game will continue.

modifier affects Vitality points per level, resulting in total Vitality from the table above being adjusted by modifier * level. The and Improved Toughness feats both add 1 vitality point per level, while Master Toughness and  both add 2 vitality points per level.

Regeneration
NOTE: Unlike, vitality points do not regenerate and must be healed through the use of ../Force powers/, medpacs and other items.

While this is normally true, the Regeneration bonus allows it to do so. However, any bonus only applies once every six seconds (every two combat rounds):

Maximum Regeneration: +6 for Canderous, or just +1 per second. HK-47's Regeneration bonuses are cumulative, so after his fourth repair Regeneration: +2 is applied.