Star Wars Knights of the Old Republic II: The Sith Lords/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:

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Although each class has its own saving throw table, for most classes the progression of each save is Fast, Average or Slow:

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The Tech Specialist and Minion classes have their own saving throw tables:

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Although enemies normally only have class level 1, a bonus is added to base saves based on your main character level:

Attribute modifiers and any feat bonus also add to base saves:

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Speaking to your party can also grant your main character a base bonus to specific saves:

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Mod bonuses to all saves are granted by the following light side powers, and items:

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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 sources 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.

Attribute Damage
Immunity: also prevents any attribute penalties being inflicted by sonic attacks of any kind, but has no effect on  of any kind.

Immunity: Attribute Damage is only granted by the following:

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Critical Hits
Immunity: s prevents the multiple damage rolls of a critical hit. It also prevents damage from being added when debilitated.

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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Paralysis
Immunity: Paralysis prevents the debilitating effect of the following, before a saving throw is even made, when active beforehand:

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 * Stasis (Field)
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Immunity: Paralysis is granted by the following:

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s are normally granted Immunity: 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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Knight and Master Valor affect the Jedi's entire party, but only for 20 seconds. Breath Control is only granted to your main character, but lasts for 240 seconds (4 minutes).

s are normally granted Immunity: Poison.

Poison can also be neutralized with the light side powers Improved and Master, or an.

Stun, Fear, Horror
Immunity: Stun, Fear, Horror grants the same protection from being debilitated as : Fear and Stun (but not ):

s may entangle, but they are not actually debilitating.

s are normally granted Immunity: Stun, Fear, Horror, and Paralysis, and are unaffected by Wound, Choke or Kill, but can be debilitated by powers. Some droids can also be debilitated by Force Whirlwind but others, including all immobile droids, are also completely immune to Force Push and Whirlwind.

Immunity: Stun, Fear, Horror is granted by the following:

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grants Force Immunity: Stun only, and 's feat grants him Immunity: Fear, Horror only.

Stun can also be neutralized by the light side power Master.

Force Resist
Force Resist 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 Resist. 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 Resist: for example, Force Resist 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 Resist 32 cannot be breached at all until the attacking Jedi is at least level 12 (maximum roll 20 + 12 = 32).

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Force Resist bonuses don't sum: only the highest has any effect. Unfortunately this bonus becomes increasingly ineffective as main character level, and thus enemy level, increases until it's always breached, as even the minimum opposed roll (1 + enemy level) is equal or greater:

Thus even maximum Force Resist 24 is utterly ineffective from level 31 onward.

The power grants a Jedi Force Resistance = 10 + defender level, from level 9 onward, while Force Immunity grants a Jedi Force Resistance = 15 + defender level, from level 15 onward: that's up to 25% more than Force Resistance.

Due to the way enemy level is normally calculated based on main character level, as you level up this power can make you increasingly resistant to all Force powers you can save against, until they're always resisted, resulting in them having no effect whatsoever (saving often just reduces damage and debuffs):

So Immunity can normally never be breached from level 21 onward (maximum roll 20 + level 15 (35 total) vs Force Resistance 36 (21 + 15)), and for Resistance it's level 41 onward (maximum roll 20 + level 30 (50 total) vs Force Resistance 51 (41 + 10)).

Jedi in your party are normally lower level than your main character, so they don't receive the same Resistance or Immunity for a few more levels (5% less, or four more levels, for each level of difference).

These two Force powers last 60 seconds but can be cancelled sooner: only cancels Force Resistance, but Force Breach cancels both Resistance and Immunity.

Since nothing can be done about natural Force Resistance other than leveling up, using (Advanced) or other attacks is recommended.