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 the roll of a twenty-sided die (d20) and all attack bonuses and penalties. According to, a minimum d20 roll (1) is an automatic miss while a maximum d20 roll (20) is an automatic hit (and ), 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 2 (the lowest d20 roll that isn't an automatic miss) and attack bonuses and penalties is equal to or greater than the target's defense.

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

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 Small Offhand Bonus 2 to the attack(s) of the main hand):

All blaster pistols, s and double-handed melee weapons are balanced, as are a, and all vibroblades in the off hand.

Feats
Some feats add a bonus to, or inflict a penalty on, the attack roll:

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Ranged
According to, Close Proximity Ranged Bonus 10 is added to the attack roll whenever a ranged attacker attacks any opponent in close proximity. Conversely, melee on ranged 10 is added to the attack roll whenever a melee attacker attacks a ranged opponent. In either case, this can increase chance to hit by up to 50%.

Attribute modifier
mod(ifier) is added to the attack roll when using melee weapons, or lightsabers when equal to or greater than mod(ifier).

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

Effect bonus
Some weapons add an effect bonus to the attack roll, as do battle stimulants:

The dark side power can also inflict a penalty (−2).

Critical Threat
As well as resulting in an automatic hit, an attack roll with a maximum d20 roll (20) results in an automatic Critical Threat. This threat roll is effectively a second attack roll which can result in a, multiplying damage rolls and bonuses when equal to or greater than an opponent's. However, unlike an attack roll, a threat roll cannot automatically miss (roll 1) or hit (roll 20) so conversion of critical threats to critical hits can be 0% (roll 20 + Attack < Defense) and 100% (roll 1 + Attack ≥ Defense).

Unarmed attacks have Critical Threat: 20–20,x2 but some weapons have a higher Critical Threat range, increasing the chance of a roll within that range:

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 attack roll is equal to or greater than defense. An attack roll is the sum of the roll of a twenty-sided die (d20) and all attack bonuses and penalties. According to the, a minimum d20 roll (1) is an automatic miss while a maximum d20 roll (20) is an automatic hit (and ), 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 the sum of 19 (the highest d20 roll that isn't an automatic hit) and the attacker's attack bonuses and penalties is less than defense.

All characters start with base 10 defense.

Armor
Body armor adds to defense, but it can also restrict how much of a character's dex(terity) mod(ifier) is added as well: for example, an armor displaying Max Dexterity Bonus: +5 restricts defense added by dex mod to +5, even when it's greater than +5.

The sum of armor and Max Dexterity Bonus is always 9: any additional Defense Bonus is added to feats and effects mod, which is restricted to maximum 10, so maximum defense bonus while armored is 19 (15, if a doesn't use Force powers restricted by armor before equipping it).

Otherwise, dex mod is unrestricted when unarmored (unclothed, or wearing clothing, disguises or robes). Although the descriptions for disguises and robes display Max Dexterity Bonus: +8, according to this restriction doesn't actually apply. Maximum 42 Dexterity results in dex mod 16, so maximum defense bonus for an unarmored Jedi is 26.

Class
Some classes are granted a defense bonus which can increase on level up:

Although this bonus is attributed to a feat, it's entirely dependent on class.

Class bonuses are unrestricted, but since your main character can only gain maximum level 20 this means a maximum class bonus of 10: this can only be achieved at level 18 with any Jedi class (+6) who was a level 6 Scoundrel (+4), since even a level 12 Scoundrel (+6) could only become a level 8 Jedi at most (+4).

Some characters, like unarmored creatures, are also granted a natural bonus.

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

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and robes can also have defense bonuses added to feats and effects:

Feats and effects from all of the above are restricted to maximum 10: for example, a light 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 (−5) is used since the defense bonus is 10 in either case (15 is restricted to 10, or 15 − 5 = 10).

Any bonus is listed separately as feat:

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

If a level < 5 character is debilitated then any melee attack in a subsequent combat round is a Death Blow, an automatic hit resulting in instant death, even if no damage is inflicted. Otherwise, being debilitated also means modifier isn't added to  or Reflex save, and debilitated droids have saves reduced by 2. Characters may avoid being debilitated with a successful save, Immunity:, , or feats.

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.

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For example, although a Long Sword inflicts slightly less damage (1–12 or 1d12) than a Vibrosword (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).

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More advanced weapons of the same type can have additional bonuses, both set or dice rolls, of the same or different damage type(s), like acid, light side and universal. Some damage types may seem to be associated with specific secondary effects:


 * Cold damage and : can both be inflicted by carbonite projectors and s.
 * Fire damage and On Hit: can both be inflicted by flame throwers and s.
 * Ion blasters and rifles have additional ion damage rolls versus droids, and s inflict triple damage on them.
 * Sonic damage and On Hit: Dexterity can both be inflicted by sonic pistols and rifles, and s.

However, this is not actually the case. For example:


 * An (Damage Bonus: +2 Cold) does not paralyze.
 * (Damage Bonus: +2 Fire) does not inflict Horror.
 * inflict the same ion damage on organics as droids.
 * A (Damage Bonus: +2 Sonic) inflicts no Attribute Damage Dexterity.

Ion damage is doubled against, but otherwise the only difference damage type makes is which , shields and take effect.

Although the following damage bonuses are listed separately in the Damage Breakdown, they're always added to weapon damage and are thus the same type:


 * mod(ifier) (melee weapons and lightsabers only)
 * Bonus damage
 * damage
 * damage

Strength mod and Weapon Specialization are multiplied by a. Bonus damage is normally added by feats:

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This bonus damage is multiplied by a Critical Hit, then any Massive Criticals bonuses are added.

are supposed to grant a damage bonus but, according to and contrary to their descriptions and what's displayed on the  screen, they don't actually do so.

Critical Hit
A Critical Hit is triggered when the d20 roll of a successful attack roll is within the weapon's range, and then a second attack or threat roll is also successful. This results in a multiplication of weapon damage rolls, bonuses and penalties. Critical Multiplier is x2.

However, the following are not multiplied by a Critical Hit:


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

Any Massive Criticals bonus is only added to bonus damage on a Critical Hit, and not multiplied by it:

For example:

Taking chance to hit (attack roll success), Critical Threat and critical conversion (threat roll success) into account, the chance of any hit becoming a Critical Hit is as follows:

Since an attack roll must succeed before any threat roll can be made, if chance to hit < Critical Threat then Critical Threat is restricted to chance to hit. For example, 10% chance to hit (roll 19–20 + Attack ≥ Defense) means that a Lightsaber inflicts no more damage with Master Critical Strike (Critical Threat: 13–20,x2) than a standard Attack (Critical Threat: 19–20,x2) since roll 13–18 + Attack < Defense, resulting in a miss on an attack roll, and failure to convert on a threat roll. Consequently, the chance of any hit becoming a Critical Hit is only 1% (0.1 × 0.1 × 100) in both cases.

Average damage multiplier per attack = Attack success + (Threat success × min(Critical Threat, Attack success))

For example:

If the Lightsaber normally averages 30 (17–43) damage per hit (excluding set item bonuses, Massive Criticals and Sneak Attack), then average damage per attack is as follows:

Damage Immunity
Damage Immunity versus a specified damage type is an item bonus that first reduces damage of that type by 100% to 0, even before.

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

Damage Immunity: 100% vs. Electrical doesn't affect the Force point damage of Force Storm. Overloading computer terminals you're currently using can inflict up to 1000 electrical damage to all in the area of effect, but you can just... not do that.

Shields
A shield can absorb any damage of the specified type(s) remaining after. Organic characters can equip a shield on each arm, although only one shield can be active at a time: using a shield replaces any already active. Each shield charge has a duration of 200 seconds, or until maximum damage has been taken. Any damage absorbed, and points remaining, are recorded in.

Shields effectively add versus the specified damage type(s). Organic characters can equip a Mandalorian shield to absorb physical damage instead:

However, you can only get three Melee Shields and one Power Shield. s can also equip a shield:

Contrary to their descriptions, shields do not deflect electrical damage. Ion damage is doubled against any active shield.

Toughness
The feats Improved or Master, and , reduce any damage remaining after shields by 2. Toughness can be surprisingly effective since it affects each of the following separately:


 * Sum of weapon damage
 * Sum of bonus damage rolls of each type
 * Sum of set item bonuses of each type

For example, Improved, Master or Wookiee Toughness would have the following effect:

Damage is affected five times in this case, but 's Damage Breakdown only lists Toughness once. However, these multiple effects can be detected by comparing listed damage to expected damage: this is clearest with rolls and set bonuses of different types (for example, light side or physical not being listed on roll 1–2), but can also be seen when the total is less than the expected minimum.

Damage Resistance
Damage Resistance versus a specified damage type reduces any damage of that type remaining after, by a set amount. However, bonuses do not sum: only the highest ever has any effect. Any damage resisted is recorded in.

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/− simply means that the value is subtracted from that damage type.

Damage Resistance: Resist 15/− vs Electrical, Energy, Cold, Fire and Sonic can be granted to the entire party by Improved Energy Resistance from level 9, for 120 seconds (2 minutes): while this isn't the maximum against all those damage types, it is normally sufficient protection, particularly since successful saves normally halve the damage of ../Force powers/, grenades and droid special weapons beforehand.

Like Toughness, Damage Resistance affects each of the following separately:


 * Sum of weapon damage
 * Sum of bonus damage rolls of specified type
 * Sum of set item bonuses of specified type

This makes Damage Resistance more effective against advanced weapons with these bonuses. For example, an enemy using two special s normally inflicts 14–24 (9–19,+5) slashing damage with each, but Brejik's Armband's Damage Resistance: Resist 5/− vs Slashing affects this twice, reducing it to 4–14 (4–14,+0): this is no better than a basic Vibrosword, which would only be affected once.

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Brejik's Armband and Belt are unique, so only one of your party can equip each of them. Slashing damage is more common and normally higher than bludgeoning damage, so the armband is more useful than the belt.

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Combat Difficulty
Adjusting Combat Difficulty in Gameplay at any time has the following effect on damage from enemy attacks:

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

Vitality
Characters are granted the following Vitality per class level:

modifier is also added to Vitality per level for all characters, retroactive for levels previously gained, as are the following:

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Vitality bonuses are also granted by battle stimulants:

Regeneration
While this is normally true, the Regeneration bonus allows it to do so. However, any lost Vitality only regenerates once every 6 seconds (every two combat rounds):

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Maximum Regeneration: 6 for Canderous, or averaging just 1 per second. HK-47's Regeneration bonuses sum, so after his fourth repair he has Regeneration: 2.

Cleave
When any character kills with a ranged or melee attack (or a droid special weapon), then that character can perform an extra action in that combat round: if the action queue is empty or cleared then this is an automatic Attack if a target is in range (which may include taking a step or two in melee range), otherwise it's the next action queued against another target in range, whether that's a combat feat, Force power (including buffs targeting you or your party), grenade or item use. If no action is queued against a target in range, and no target is in range, then there's no extra action.

If you attack and kill from then the extra action doesn't count as a. If the extra action kills the next target as well then this doesn't trigger another extra action, so two is the maximum that can be killed by a character's attacks (or a droid special weapon) in a single combat round. Thus inflicting enough damage to kill targets in a single round can significantly increase kill speed: