Onderduiker (talk | contribs) (Created stub outline, detail to be added shortly) |
Onderduiker (talk | contribs) (Removed {{stub}} after adding detail to Attack, Critical Threat and Defense sections and sub-sections) |
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{{Header Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords}} | {{Header Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords}} | ||
{{floatingtoc}} | {{floatingtoc}} | ||
{{-}} | {{-}} | ||
==Attack== | ==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 {{s|Combat|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 {{s|Getting Started|Combat}} log, a minimum d20 roll (1) is an automatic miss while a maximum d20 roll (20) is an automatic hit (and {{s|Combat|Critical Threat}}), 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. | |||
All characters have a base attack bonus equal to their character or class level(s). Although enemies normally only have class level 1 and thus base 1, they receive a [[../Autobalance|bonus]] to this based on your main character level: | |||
* | {| {{prettytable|text center=1}} | ||
* | !width=25%| {{s|Autobalance|Set 1}} and {{s|Autobalance|Set 2}} | ||
!width=25%| {{s|Autobalance|Set 3}} | |||
!width=25%| {{s|Autobalance|Set 4}} | |||
!width=25%| {{s|Autobalance|Set 5}} | |||
|- {{yes}} | |||
| roundup(main level * 0.9) - 1 | |||
| roundup(main level * 0.95) - 1 | |||
| main level | |||
| rounddown(main level * 1.1) | |||
|} | |||
===Dual Wield Penalty=== | ===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 {{s|Feats|Two-Weapon Fighting}} feat and a balanced weapon (which adds Small Offhand Bonus 2 to the attack(s) of the main hand): | ||
{| {{prettytable|text center=1}} | |||
!width=20% rowspan=2| [[../Feats|Feat]] | |||
!colspan=2| Unbalanced | |||
!colspan=2| Balanced | |||
|- | |||
!width=20%| Main hand | |||
!width=20%| Off hand | |||
!width=20%| Main hand | |||
!width=20%| Off hand | |||
|- {{no}} | |||
! None | |||
| -6 || -10 || {{no|-4}} || -10 | |||
|- {{no}} | |||
! Two-Weapon Fighting | |||
| -6 || -6 || {{no|-4}} || -6 | |||
|- {{no}} | |||
! Improved | |||
| -4 || -4 || -2 || -4 | |||
|- | |||
! Master | |||
| {{no|-2}} || {{no|-2}} || 0 || {{no|-2}} | |||
|} | |||
All [[../Blaster pistols|blaster pistols]], {{s|Lightsabers|Double-Bladed Lightsaber}}s and double-handed [[../Melee weapons|melee weapons]] are balanced, as are all {{s|Lightsabers|Short Lightsaber}}s, [[../Melee weapons#Short swords|short swords]] and [[../Melee weapons#Vibroblades|vibroblades]] in the off hand. | |||
Once Two-Weapon Fighting has been mastered, the {{s|Prestige classes|Jedi Weapon Master}} and {{s|Prestige classes|Sith Marauder}} Prestige classes can then select {{s|Feats|Superior Two-Weapon Fighting}} to reduce this attack penalty even further: | |||
{| {{prettytable|text center=1}} | |||
!width=20% rowspan=2| Two-Weapon Fighting | |||
!colspan=2| Unbalanced | |||
!colspan=2| Balanced | |||
|- | |||
!width=20%| Main hand | |||
!width=20%| Off hand | |||
!width=20%| Main hand | |||
!width=20%| Off hand | |||
|- | |||
! Superior I | |||
| {{no|-1}} || {{no|-2}} || {{yes|+1}} || {{no|-2}} | |||
|- | |||
! Superior II | |||
| 0 || {{no|-2}} || {{yes|+2}} || {{no|-2}} | |||
|- | |||
! Superior III | |||
| 0 || {{no|-1}} || {{yes|+2}} || {{no|-1}} | |||
|} | |||
===Feats=== | ===Feats=== | ||
{{ | Some [[../Feats|feats]] add a bonus to, or inflict a penalty on, the attack roll: | ||
{{col|2|begin}} | |||
{| {{prettytable|text center=1}} | |||
!width=40%| Feat | |||
!width=20%| Base | |||
!width=20%| Improved | |||
!width=20%| Master | |||
|- | |||
! {{s|Feats|Power Blast}} | |||
|colspan=3 {{no|-3}} | |||
|- {{no}} | |||
! {{s|Feats|Rapid Shot}} | |||
| -4 || -2 || -1 | |||
|- | |||
! {{s|Feats|Power Attack}} | |||
|colspan=3 {{no|-3}} | |||
|- | |||
! {{s|Feats|Flurry}} | |||
| {{no|-4}} || {{no|-2}} || 0 | |||
|} | |||
{{col|2}} | |||
{| {{prettytable|text center=1}} | |||
!width=40%| Feat | |||
!width=20%| Base | |||
!width=20%| Improved | |||
!width=20%| Master | |||
|- {{yes}} | |||
! {{s|Feats|Force Jump}} | |||
| {{N/a|}} || +2 || +4 | |||
|- {{yes}} | |||
! {{s|Feats|Dueling}} | |||
| +1 || +2 || +3 | |||
|- {{yes}} | |||
! {{s|Feats|Dual Strike}} | |||
| +2 || +4 || +6 | |||
|- | |||
! {{s|Feats|Weapon Focus}} | |||
| {{yes|+1}} ||colspan=2 {{N/a|}} | |||
|} | |||
{{col|2|end}} | |||
All [[../Prestige classes/]] are granted Weapon Focus: Lightsaber and can select {{s|Feats|Weapon Specialization}}: Lightsaber, but only a {{s|Prestige classes|Jedi Weapon Master}} or {{s|Prestige classes|Sith Marauder}} can then select {{s|Feats|Superior Weapon Focus}}: Lightsaber. | |||
{| {{prettytable|text center=1}} | |||
!width=40%| Superior Weapon Focus | |||
!width=20%| Lightsaber I | |||
!width=20%| Lightsaber II | |||
!width=20%| Lightsaber III | |||
|- {{yes}} | |||
! Weapon Focus Bonus | |||
| +1 || +2 || +3 | |||
|} | |||
===Ranged=== | ===Ranged=== | ||
{{ | Bonuses can be added to the attack roll for close proximity ranged attacks, and melee attacks on ranged attackers, depending on whether or not the attacker, or defender, has any {{s|Feats|Close Combat}} feat: | ||
{| {{prettytable|text center=1}} | |||
!width=40%| Feat | |||
!width=20%| None | |||
!width=20%| Close Combat | |||
!width=20%| Improved | |||
|- {{yes}} | |||
! Close Proximity Ranged Bonus | |||
| {{N/a|}} || +1 || +2 | |||
|- {{yes}} | |||
! melee on ranged | |||
| +6 || +4 || +2 | |||
|} | |||
Close Combat is granted to level 4 {{s|Classes|Scout}}s, but these feats can be selected by all classes except [[../Prestige classes/]]. | |||
Scouts are also granted {{s|Feats|Targeting}} feats, which add an attack bonus when using [[../Blaster pistols|blaster pistols]] and [[../Blaster rifles|rifles]]: | |||
{| {{prettytable|text center=1}} | |||
!width=20%| Targeting | |||
!width=10%| I | |||
!width=10%| II | |||
!width=10%| III | |||
!width=10%| IV | |||
!width=10%| V | |||
!width=10%| VI | |||
!width=10%| VII | |||
!width=10%| VIII | |||
|- | |||
! Scout level | |||
! 1 !! 5 !! 9 !! 13 !! 17 !! 21 !! 25 !! 29 | |||
|- {{yes}} | |||
! Ranged attack | |||
| +1 || +2 || +3 || +4 || +5 || +6 || +7 || +8 | |||
|} | |||
===Lightsaber form=== | |||
Some [[../Forms#Lightsaber forms|lightsaber forms]] add a bonus to the attack roll: | |||
=== | {| {{prettytable|text center=1}} | ||
{{ | !width=25%| {{s|Forms|Determination (Shii-Cho)}} | ||
!width=25%| {{s|Forms|Contention (Makashi)}} | |||
!width=25%| {{s|Forms|Perseverance (Shien)}} | |||
!width=25%| {{s|Forms|Moderation (Niman)}} | |||
|- {{yes}} | |||
| +1 || +3 (vs lightsaber) || +2 || +1 | |||
|} | |||
===Attribute modifier=== | ===Attribute modifier=== | ||
{{ | {{s|Attributes|Strength}} mod(ifier) is normally added to the attack roll when using [[../Melee weapons|melee weapons]] and [[../Lightsabers|lightsabers]]. | ||
Dexterity mod(ifier) is added to the attack roll when using ranged weapons. If greater than strength mod, then it can be added to melee attack rolls instead of Strength modifier after selecting the {{s|Feats|Finesse}}: Melee Weapons feat, and to lightsaber attack rolls after selecting either of the Finesse: Melee Weapons or Lightsaber feats. | |||
Player {{s|Attributes|Charisma}} Modifier is also added to your [[../Party|party's]] attack rolls, but not your own. | |||
{{ | |||
===Effect Bonus=== | ===Effect Bonus=== | ||
{{ | Some weapons and items add an effect bonus or penalty to the attack roll, as do the following [[../Force powers/]] and [[../Useable#Stimulants|stimulants]]: | ||
{{col|2|begin}} | |||
{| {{prettytable|text center=1}} | |||
!rowspan=2 width=50%| Force power | |||
!colspan=3| Effect Bonus | |||
|- | |||
!width=16.7%| User | |||
!width=16.7%| Party | |||
!width=16.7%| Enemy | |||
|- | |||
! {{s|Force powers|Battle Meditation}} | |||
| {{yes|+2}} || {{yes|+2}} || {{N/a|}} | |||
|- | |||
! Improved Battle Meditation | |||
| {{yes|+2}} || {{yes|+2}} || {{no|-2}} | |||
|- | |||
! Master Battle Meditation | |||
| {{yes|+4}} || {{yes|+4}} || {{no|-4}} | |||
|- | |||
! {{s|Force powers|Inspire Followers}} I-V {{KotOR/Restricted|Light}} | |||
| {{yes|+(1-5)}} || {{yes|+(1-5)}} || {{N/a|}} | |||
|- | |||
! {{s|Force powers|Crush Opposition}} I-V {{KotOR/Restricted|Dark}} | |||
| {{N/a|}} || {{N/a|}} || {{no|-(1-5)}} | |||
|- | |||
! {{s|Force powers|Slow}} | |||
| {{N/a|}} || {{N/a|}} || {{no|-2}} | |||
|} | |||
{{col|2}} | |||
{| {{prettytable|text center=1}} | |||
!rowspan=2 width=50%| Stimulant | |||
!colspan=3| Effect Bonus | |||
|- | |||
!width=16.7%| User | |||
!width=16.7%| Party | |||
!width=16.7%| Enemy | |||
|- | |||
! {{s|Useable|Battle Stimulant}} | |||
| {{yes|+1}} || {{N/a|}} || {{N/a|}} | |||
|- | |||
! {{s|Useable|Hyper-battle Stimulant}} | |||
| {{yes|+2}} || {{N/a|}} || {{N/a|}} | |||
|- | |||
! {{s|Useable|Echani Battle Stimulant}} | |||
| {{yes|+3}} || {{N/a|}} || {{N/a|}} | |||
|} | |||
{{col|2|end}} | |||
==Critical Threat== | ==Critical Threat== | ||
{{ | As well as resulting in an automatic hit, an [[../Combat#Attack|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 [[../Combat#Critical hit|critical hit]], multiplying damage rolls and bonuses when equal to or greater than an opponent's {{s|Combat|Defense}}. 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). | ||
{{s|Forms|Ferocity (Juyo)}} lightsaber form adds 4 to the threat roll, although the only indication of this in the {{s|Getting Started|Combat}} log's Threat Breakdown is if there's threat success with Attack < Defense (for example, threat success with Attack 40 vs Defense 44; without this form, success would require at least Attack = Defense, or 44). | |||
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: | |||
{| {{prettytable|text center=1}} | |||
!width=10%| Threat | |||
!colspan=2| 20-20 (5%) | |||
!width=15%| 19-20 (10%) | |||
!width=15%| 18-20 (15%) | |||
|- | |||
! Keen | |||
!colspan=2| 19-20 (10%) !! 17-20 (20%) !! 15-20 (30%) | |||
|- | |||
! Ranged weapons | |||
|width=30%| {{s|Blaster pistols|Blaster pistols}}<br>{{s|Blaster pistols|Heavy blasters}}<br>{{s|Blaster pistols|Ion blasters}} (x3)<br>{{s|Blaster pistols|Sonic pistols}} | |||
|width=30%| {{s|Blaster rifles|Ion rifles}} (x3)<br>{{s|Blaster rifles|Blaster carbines}}<br>{{s|Blaster rifles|Sonic rifles}}<br>([[../Blaster rifles#Heavy repeating blasters|Heavy]]) [[../Blaster rifles#Repeating blasters|repeaters]] | |||
| {{s|Blaster pistols|Hold out blasters}}<br>{{s|Blaster rifles|Bowcasters}} (x3)<br>{{s|Blaster rifles|Blaster rifles}} | |||
| {{s|Blaster pistols|Disruptor pistols}}<br>{{s|Blaster rifles|Disruptor rifles}} | |||
|- | |||
! Melee weapons | |||
| {{s|Melee weapons|Stun batons}}<br>{{s|Melee weapons|Short swords}}<br>{{s|Melee weapons|Gamorrean battleaxes}}<br>{{s|Melee weapons|Long swords}} | |||
| {{s|Lightsabers|Double-Bladed Lightsaber}}<br>{{s|Melee weapons|Quarterstaffs}} and {{s|Melee weapons|Force pikes}}<br>{{s|Melee weapons|Double-Bladed Sword}}<br>{{s|Melee weapons|Vibro double-blades}}<br>{{s|Melee weapons|Freyyr's Warblade}} | |||
| {{s|Lightsabers|Lightsaber}}<br>{{s|Lightsabers|Short Lightsaber}}<br>{{s|Melee weapons|Vibroblades}}<br>{{s|Melee weapons|Vibroswords}} | |||
| {{N/a|}} | |||
|} | |||
The Keen bonus can increase base Critical Threat range, as can the {{s|Feats|Critical Strike}} and {{s|Feats|Sniper Shot}} feats. According to the {{s|Getting Started|Combat}} log, any Keen bonus is additive with [[../Feats|feat]] bonuses, resulting in the following: | |||
{| {{prettytable|text center=1}} | |||
!rowspan=2 width=25%| Feat | |||
!colspan=3| Critical Threat | |||
!colspan=3| Keen | |||
|- | |||
!width=12.5%| 20-20 (5%) | |||
!width=12.5%| 19-20 (10%) | |||
!width=12.5%| 18-20 (15%) | |||
!width=12.5%| 19-20 (10%) | |||
!width=12.5%| 17-20 (20%) | |||
!width=12.5%| 15-20 (30%) | |||
|- | |||
! Critical Strike / Sniper Shot | |||
| 19-20 (10%) || 17-20 (20%) || 15-20 (30%) | |||
| 18-20 (15%) || 15-20 (30%) || 12-20 (45%) | |||
|- | |||
! Improved | |||
| 18-20 (15%) || 15-20 (30%) || 12-20 (45%) | |||
| 17-20 (20%) || 13-20 (40%) || 9-20 (60%) | |||
|- | |||
! Master | |||
| 17-20 (20%) || 13-20 (40%) || 9-20 (60%) | |||
| 16-20 (25%) || 11-20 (50%) || 6-20 (75%) | |||
|} | |||
{{s|Forms|Resilience (Soresu)}} lightsaber form can then decrease weapon Threat range by 1 (5%) to minimum 20-20 (5%), while {{s|Forms|Aggression (Ataru)}} lightsaber form increases it by 1 (5%) to maximum 10-20 (55%) using a Keen (Short) Lightsaber with Master Critical Strike. | |||
==Defense== | ==Defense== | ||
{{ | Characters can only be hit and subsequently damaged by attacks with weapons when an [[../Combat#Attack|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 {{s|Getting Started|Combat}} log, a minimum d20 roll (1) is an automatic miss while a maximum d20 roll (20) is an automatic hit (and {{s|Combat|Critical Threat}}), 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=== | ===Armor=== | ||
{{ | Body armor adds to defense, but it can also restrict how much of a character's [[../Attributes#Dexterity|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. | ||
{| {{prettytable|text center=1}} | |||
! Defense Bonus | |||
! [[../Robes#Summary|Jedi armor]] {{KotORII/Armor|Light|T|P}} | |||
!colspan=2| [[../Light armor#Summary|Light armor]] {{KotORII/Armor|Light|T|P}} | |||
!colspan=2| [[../Medium armor#Summary|Medium armor]] {{KotORII/Armor|Medium|T|P}} | |||
!colspan=2| [[../Heavy armor#Summary|Heavy armor]] {{KotORII/Armor|Heavy|T|P}} | |||
|- | |||
!width=20%| Armor | |||
|width=20%| [[../Robes#Armor|3]] | |||
|width=10%| [[../Light armor#Armor 4|4]] | |||
|width=10%| [[../Light armor#Armor 5|5]] | |||
|width=10%| [[../Medium armor#Armor 6|6]] | |||
|width=10%| [[../Medium armor#Armor 7|7]] | |||
|width=10%| [[../Heavy armor#Armor 8|8]] | |||
|width=10%| [[../Heavy armor#Armor 9|9]] | |||
|- | |||
! Max {{s|Attributes|Dexterity}} Bonus | |||
| 4 || 5 || 4 || 3 || 2 || 1 || 0 | |||
|} | |||
The {{s|Body|Minor Uniform}} has armor 1, but no Max Dexterity Bonus. | |||
Any remaining Defense Bonus is added to [[../Combat#Feats and effects|feats and effects mod]]. Some armors have higher Max Dexterity Bonus, and underlays can increase it for any heavy armor: | |||
{{col|4|begin}} | |||
{| {{prettytable|text center=1}} | |||
!width=65%| Light armor | |||
!width=35%| Bonus | |||
|- | |||
| {{s|Light armor|Electromesh Suit}} | |||
| +7 (5 + 2) | |||
|} | |||
{{col|4}} | |||
{| {{prettytable|text center=1}} | |||
!width=65%| Medium armor | |||
!width=35%| Bonus | |||
|- | |||
| {{s|Medium armor|Sith Battle Suit}} | |||
| +7 (3 + 4) | |||
|- | |||
| {{s|Medium armor|Electromesh Armor}} | |||
| +6 (2 + 4) | |||
|} | |||
{{col|4}} | |||
{| {{prettytable|text center=1}} | |||
!width=65%| Heavy armor | |||
!width=35%| Bonus | |||
|- | |||
| {{s|Heavy armor|Flex Heavy Armor}} | |||
| +3 (0 + 3) | |||
|- | |||
| {{s|Heavy armor|Felanar Armor}} | |||
| +4 (0 + 4) | |||
|} | |||
{{col|4}} | |||
{| {{prettytable|text center=1}} | |||
!colspan=5| {{s|Upgrade items, armor|Flexible Underlay}} {{KotORII/Armor|Heavy|T|P}} Mark | |||
|- | |||
!width=20%| I | |||
!width=20%| II | |||
!width=20%|III | |||
!width=20%| IV | |||
!width=20%| V | |||
|- | |||
|colspan=2| +1 ||colspan=2| +2 || +3 | |||
|} | |||
{{col|4|end}} | |||
Otherwise, dex mod is unrestricted when unarmored (unclothed, or wearing [[../Body|clothing]] or [[../Robes|robes]] with no Max Dexterity Bonus specified). | |||
===Class=== | ===Class=== | ||
{{ | All [[../Classes|classes]] except the {{s|Classes|Scout}} and {{s|Classes|Tech Specialist}} are granted a defense bonus which can increase on level up: | ||
{| {{prettytable|text center=1}} | |||
!width=33.3%| Classes | |||
!width=33.3%| [[../Feats|Feat]] | |||
!width=11.1%| Level 1 | |||
!width=22.2%| Bonus | |||
|- | |||
| {{s|Classes|Soldier}} and {{s|Classes|Minion}} | |||
| {{s|Feats|Mandalorian Courage}} | |||
| {{N/a|0}} | |||
| 2 * [ (Level + 1) / 6] | |||
|- | |||
| {{s|Classes|Scoundrel}} and {{s|Classes|Droid}} | |||
| {{s|Feats|Scoundrel's Luck}} or {{s|Feats|Logic Upgrade}} | |||
| 2 | |||
| 2 * [ (Level + 1) / 6] | |||
|- | |||
| {{s|Classes|Jedi}} | |||
| Jedi {{s|Feats|Sense}} | |||
| 2 | |||
| 2 * [Level / 6] | |||
|- | |||
| {{s|Prestige classes|Jedi Master}} and {{s|Prestige classes|Sith Lord}} | |||
| Prestige {{s|Feats|Sense}} | |||
| 2 | |||
| 2 * [Level / 8] | |||
|- | |||
| Other [[../Prestige classes/]] | |||
| Greater Prestige {{s|Feats|Sense}} | |||
| 2 | |||
| 2 * [Level / 5] | |||
|} | |||
Although this bonus is normally attributed to a feat, it's entirely dependent on class: for example, {{s|Party|Disciple}}, {{s|Party|Handmaiden}} and {{s|Party|Mandalore}} are all granted the same bonus as all are Soldiers, even though only Mandalore has the Mandalorian Courage feat. | |||
Classes are granted this bonus at the following levels: | |||
{| {{prettytable|text center=1}} | |||
!width=33.3%| Class bonus | |||
!width=7.4%| 2 | |||
!width=7.4%| 4 | |||
!width=7.4%| 6 | |||
!width=7.4%| 8 | |||
!width=7.4%| 10 | |||
!width=7.4%| 12 | |||
!width=7.4%| 14 | |||
!width=7.4%| 16 | |||
!width=7.4%| 18 | |||
|- | |||
! Soldier and Minion | |||
| 5 || 11 || 17 || 23 || 29 || 35 || 41 || 47 || {{N/a|}} | |||
|- | |||
! Scoundrel and Droid | |||
| 1 || 5 || 11 || 17 || 23 || 29 || 35 || 41 || 47 | |||
|- | |||
! Jedi | |||
| 1 || 6 || 12 || 18 || 24 || 30 || 36 || 42 || 48 | |||
|- | |||
! Jedi Master and Sith Lord | |||
| 1 || 8 || 16 || 24 || 32 ||colspan=4 {{N/a|}} | |||
|- | |||
! Other Prestige classes | |||
| 1 || 5 || 10 || 15 || 20 || 25 || 30 || 35 || {{N/a|}} | |||
|} | |||
Although enemies normally only have class level 1, a defense [[../Autobalance|bonus]] is added to any class bonus based on your main character level: | |||
{| {{prettytable|text center=1}} | |||
!width=20%| {{s|Autobalance|Set 1}} | |||
!width=20%| {{s|Autobalance|Set 2}} | |||
!width=20%| {{s|Autobalance|Set 3}} | |||
!width=20%| {{s|Autobalance|Set 4}} | |||
!width=20%| {{s|Autobalance|Set 5}} | |||
|- | |||
| rounddown(main * 0.6) | |||
| roundup(main * 0.7) - 1 | |||
| rounddown(main * 0.8) | |||
| roundup(main * 0.9) - 1 | |||
| main level | |||
|} | |||
Some characters, like {{s|Party|HK-47}}, are also granted a natural bonus. | |||
===Feats and effects=== | ===Feats and effects=== | ||
{{ | The {{s|Getting Started|Combat}} log sums defense bonuses and penalties from the following under feats and effects mod: | ||
{{col|2|begin}} | |||
{| {{prettytable|text center=1}} | |||
!width=40%| [[../Feats/]] | |||
!width=20%| Base | |||
!width=20%| Improved | |||
!width=20%| Master | |||
|- {{no}} | |||
! {{s|Feats|Rapid Shot}} | |||
| -4 || -2 || -1 | |||
|- | |||
! {{s|Feats|Sniper Shot}} | |||
|colspan=3 {{no|-5}} | |||
|- | |||
!width=20%| {{s|Feats|Flurry}} | |||
| {{no|-4}} || {{no|-2}} || 0 | |||
|- | |||
! {{s|Feats|Critical Strike}} | |||
|colspan=3 {{no|-5}} | |||
|} | |||
{{col|2}} | |||
{| {{prettytable|text center=1}} | |||
!width=40%| [[../Force powers/]] | |||
!width=20%| Base | |||
!width=20%| Improved | |||
!width=20%| Master | |||
|- {{yes}} | |||
! {{s|Force powers|Burst of Speed}} | |||
| Burst +2 || Knight +4 || Master +4 | |||
|- {{yes}} | |||
! {{s|Force powers|Force Aura}} | |||
| Aura +2 || Shield +4 || Armor +6 | |||
|- | |||
! {{s|Force powers|Slow}} | |||
| {{no|-2}} ||colspan=2 {{N/a|}} | |||
|} | |||
{{col|2|end}} | |||
{{s|Combat|Armor}} and other items can also have defense bonuses and penalties added to feats and effects: | |||
{{col|2|begin}} | |||
{| {{prettytable|text center=1}} | |||
!colspan=2| Items | |||
! Value | |||
|- | |||
!rowspan=7 width=15%| [[../Body/]] | |||
|width=70%| [[../Robes/]] | |||
|width=15% {{yes|0 - +4}} | |||
|- | |||
| [[../Light armor/]] || {{yes|-1 - +3}} | |||
|- | |||
| [[../Medium armor/]] || {{yes|0 - +4}} | |||
|- | |||
| [[../Heavy armor/]] || {{yes|0 - +4}} | |||
|- | |||
| {{s|Body|Handmaiden's Robe}} || {{yes|+3}} | |||
|- | |||
| {{s|Body|Atton's Ribbed Jacket}} || {{yes|+4}} | |||
|- | |||
| {{s|Body|Mira's Ballistic Mesh Jacket}} || {{yes|+5}} | |||
|- | |||
! [[../Implants/]] | |||
| {{s|Implants|Quickness D-Package}} || {{yes|+1}} | |||
|- | |||
!rowspan=5| [[../Head/]] | |||
| {{s|Head|Absorption Visor}} {{KotORII/Armor|Light|T|P}} ||rowspan=4 {{yes|+1}} | |||
|- | |||
| {{s|Head|Shielding Visor}} {{KotORII/Armor|Medium|T|P}} | |||
|- | |||
| {{s|Head|Arkanian Blinders}} {{KotORII/Armor|Medium|T|P}} | |||
|- | |||
| {{s|Head|Consciousness Helm}} {{KotORII/Armor|Medium|T|P}} | |||
|- | |||
| {{s|Head|Enhanced Shielding Visor}} {{KotORII/Armor|Medium|T|P}} || {{yes|+3}} | |||
|- | |||
!rowspan=3| [[../Hands/]] | |||
| {{s|Hands|Czerka Defensive Gauntlets}} {{KotORII/Armor|Medium|T|P}} ||rowspan=2 {{yes|+1}} | |||
|- | |||
| {{s|Hands|Gamorrean Power Gauntlets}} {{KotORII/Armor|Heavy|T|P}} | |||
|- | |||
| {{s|Hands|Gamorrean Wargloves}} {{KotORII/Armor|Heavy|T|P}} || {{yes|+3}} | |||
|- | |||
! {{s|Arms|Armbands}} | |||
| {{s|Arms|Ludo Kressh's Armband}} {{KotOR/Restricted|Dark}} || {{yes|+1}} | |||
|- | |||
!rowspan=2| [[../Belts/]] | |||
| {{s|Belts|Inertial Inhibitor}} ||rowspan=2 {{yes|+1}} | |||
|- | |||
| {{s|Belts|Frozian Scout Belt}} | |||
|- | |||
! [[../Melee weapons|Melee]] | |||
| {{s|Melee weapons|Handmaiden's Staff}} || {{yes|+1}} | |||
|} | |||
{{col|2}} | |||
{| {{prettytable|text center=1}} | |||
!colspan=2| Upgrade items | |||
! Value | |||
|- | |||
!rowspan=4 width=15%| [[../Upgrade items, armor|Armor]] | |||
|width=70%| {{s|Upgrade items, armor|Ablative Plating}} {{KotORII/Armor|Medium|T|P}} | |||
|width=15% {{yes|+1}} | |||
|- | |||
| {{s|Upgrade items, armor|Bonded Plates}} {{KotORII/Armor|Medium|T|P}} Mark I-II || {{yes|+(1-2)}} | |||
|- | |||
| Bonded Plates {{KotORII/Armor|Medium|T|P}} Mark III-IV || {{yes|+3}} | |||
|- | |||
| {{s|Upgrade items, armor|Heavy Bonded Plates}} {{KotORII/Armor|Heavy|T|P}} Mark I-III || {{yes|+(2-4)}} | |||
|- | |||
!rowspan=2| [[../Upgrade items, ranged|Ranged]] | |||
| Mandalorian Chamber Mark II || {{no|-2}} | |||
|- | |||
| {{s|Upgrade items, ranged|Mandalorian Chamber}} Mark I / III || {{no|-1}} | |||
|- | |||
!rowspan=5| [[../Upgrade items, melee|Melee]] | |||
| Advanced Zabrak Grip || {{no|-2}} | |||
|- | |||
| (Superior) {{s|Upgrade items, melee|Zabrak Grip}} || {{no|-1}} | |||
|- | |||
| {{s|Upgrade items, melee|Basket Hilt}} ||rowspan=2 {{yes|+1}} | |||
|- | |||
| Advanced / Superior {{s|Upgrade items, melee|Nagai Grip}} | |||
|- | |||
| Advanced / Superior Basket Hilt || {{yes|+2}} | |||
|- | |||
!rowspan=8| [[../Upgrade items, lightsaber|Lightsaber]] | |||
| {{s|Upgrade items, lightsaber|Phobium Emitter}}s || {{no|-3}} | |||
|- | |||
| Refined Phobium Emitter ||rowspan=2 {{no|-1}} | |||
|- | |||
| {{s|Upgrade items, lightsaber|Disrupting Emitter}}s | |||
|- | |||
| Improved / Expert {{s|Upgrade items, lightsaber|Deflection Emitter}} ||rowspan=2 {{yes|+1}} | |||
|- | |||
| {{s|Upgrade items, lightsaber|Fencing Emitter}} | |||
|- | |||
| Improved / Expert Fencing Emitter || {{yes|+2}} | |||
|- | |||
| {{s|Upgrade items, lightsaber|Vibration Lens}}es || {{no|-1}} | |||
|- | |||
| {{s|Upgrade items, lightsaber|Lorrdian Gemstone}} || {{yes|+2}} | |||
|} | |||
{{col|2|end}} | |||
Feats and effects from all of the above are restricted to maximum 10: for example, a Jedi using Master Speed (+4) and Force Armor (+6) with {{s|Robes|Ossus Keeper Robe}} (+1) and two {{s|Lightsabers|Lightsaber}}s with Expert {{s|Upgrade items, lightsaber|Fencing Emitter}}s (+2 each) 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, for that same Jedi 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). | |||
The following are also added to feats and effects, but they are '''not''' restricted to maximum 10: | |||
{{col|2|begin}} | |||
{| {{prettytable|text center=1}} | |||
!width=40%| Feats | |||
!width=20%| Rage | |||
!width=20%| Fury | |||
!width=20%| Frenzy | |||
|- {{no}} | |||
! {{s|Feats|Wookiee Rage}} | |||
| -2 || -4 || -6 | |||
|} | |||
{{col|2}} | |||
{| {{prettytable|text center=1}} | |||
!width=40%| Force power | |||
!width=20%| Base | |||
!width=20%| Improved | |||
!width=20%| Master | |||
|- {{no}} | |||
! {{s|Force powers|Fury}} | |||
| -2 || -4 || -6 | |||
|} | |||
{{col|2|end}} | |||
; {{s|Forms|Lightsaber forms}} | |||
{{col|2|begin}} | |||
{| {{prettytable|text center=1}} | |||
!width=50%| Lightsaber form | |||
!width=25%| Defense | |||
!width=25%| vs Current Target | |||
|- | |||
! {{s|Forms|Determination (Shii-Cho)}} | |||
| {{yes|+3}} || {{no|-3}} | |||
|- | |||
! {{s|Forms|Resilience (Soresu)}} | |||
| {{N/a|}} || {{yes|+2}} | |||
|- | |||
! {{s|Forms|Aggression (Ataru)}} | |||
| {{no|-2}} || {{yes|+5}} | |||
|} | |||
{{col|2}} | |||
{| {{prettytable|text center=1}} | |||
!width=50%| Lightsaber form | |||
!width=25%| Defense | |||
!width=25%| vs Current Target | |||
|- | |||
! {{s|Forms|Perseverance (Shien)}} | |||
| {{N/a|}} || {{no|-5}} | |||
|- | |||
! {{s|Forms|Moderation (Niman)}} | |||
| {{yes|+1}} || {{N/a|}} | |||
|- | |||
! {{s|Forms|Ferocity (Juyo)}} | |||
| {{no|-4}} || {{yes|+2}} | |||
|} | |||
{{col|2|end}} | |||
Defense and Defense vs Current Target bonuses and penalties are cumulative: | |||
{| {{prettytable|text center=1}} | |||
!width=25%| Lightsaber Form | |||
!width=25%| Determination (Shii-Cho) | |||
!width=25%| Aggression (Ataru) | |||
!width=25%| Ferocity (Juyo) | |||
|- | |||
! Defense vs Current Target | |||
| 0 (+3 - 3) | |||
| {{yes|+3 (-2 + 5)}} | |||
| {{no|-2 (-4 + 2)}} | |||
|} | |||
Defense bonuses restricted by enemy [[../Combat#Damage|damage]] type or [[../Alignment|alignment]] are added to feats and effects unrestricted: | |||
{| {{prettytable|text center=1}} | |||
!colspan=2| Item | |||
! Restriction | |||
! Defense | |||
|- | |||
!width=12.5%| {{s|Upgrade items, armor|Underlays}} | |||
!width=37.5%| {{s|Upgrade items, armor|Durasteel Underlay}} Mark I-V | |||
|width=37.5%| vs Bludgeoning, Piercing, Slashing | |||
|width=12.5% {{yes|+(1-5)}} | |||
|- | |||
! [[../Arms#Armbands|Armband]] | |||
! {{s|Arms|Nomi's Armband}} | |||
| vs Dark Side | |||
| {{yes|+1}} | |||
|} | |||
{{col|2|end}} | |||
{{s|Attributes|Wisdom}} modifier is also added to feats and effects unrestricted for a male character with {{s|Feats|Battle Precognition}}, as long as he's not wearing anything with an [[../Combat#Armor|armor]] value. | |||
So feats and effects ''can'' exceed maximum 10 in these cases: for example, a Jedi using Master Speed (+4) and Force Armor (+6) with Ossus Keeper Robe (+1) and two Lightsabers with Expert Fencing Emitters (+2 each) and Moderation (Niman) lightsaber form (+1) receives a defense bonus of '''11''' (min(15, 10) '''+ 1'''). | |||
However, this also means that any subsequent penalties cannot be offset by any excess: for example, if that same Jedi uses Master Fury (-6) as well, the defense bonus is '''5''' (min(15, 10) + 1 '''- 6'''). | |||
Any {{s|Feats|Dueling}} bonus is listed separately as feat: | |||
{{s|Feats|Dueling}} | {| {{prettytable|text center=1}} | ||
!width=25%| Feat | |||
!width=25%| Base | |||
!width=25%| Improved | |||
!width=25%| Master | |||
|- {{yes}} | |||
! {{s|Feats|Dueling}} | |||
| +1 || +2 || +3 | |||
|} | |||
===Debilitated penalty=== | ===Debilitated penalty=== | ||
{{ | Debilitated penalty results in -4 defense whenever a target is debilitated by any of the following: | ||
{| {{prettytable|text center=1}} | |||
!width=20%| [[../Feats/]] | |||
!width=40%| [[../Force powers/]] | |||
!width=40%| Equipment | |||
|- | |||
| {{s|Feats|Critical Strike}}s<br>{{s|Feats|Sniper Shot}}s | |||
| {{s|Force powers|Stun}} and Stasis (Field)<br>[[../Force powers#Stun Droid|Stun]], Disable and Destroy Droid<br>{{s|Force powers|Force Push}}, Whirlwind and Wave<br>{{s|Force powers|Fear}}, Horror and Insanity<br>{{s|Force powers|Wound}}, Choke and Kill | |||
| [[../Grenades#Plasma Grenade|Plasma]], [[../Grenades#Concussion Grenade|Concussion]] and {{s|Grenades|CryoBan Grenade}}s<br>{{s|Mines|Flash mine}}s<br>{{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Horror}}, {{s|Difficulty Classes|Stun}} and {{s|Difficulty Classes|Paralyze}} | |||
|} | |||
Being debilitated also means {{s|Attributes|Dexterity}} modifier isn't added to defense or Reflex [[../Saves|save]] (although {{s|Attributes|Wisdom}} modifier can still be added to defense by {{s|Force powers|Battle Precognition}}), and debilitated [[../Classes#Droid|droids]] have [[../Saves|saves]] reduced by 2. Characters may avoid being debilitated with a successful save, Immunity: {{s|Saves|Mind-Affecting}}, {{s|Force powers|Force Resistance}}, or {{s|Feats|Force Immunity}} feats. | |||
==Critical | ==Critical Hits== | ||
{{sect-stub}} | {{sect-stub}} | ||
Line 112: | Line 781: | ||
* {{s|Force powers|Battle Meditation}} | * {{s|Force powers|Battle Meditation}} | ||
* {{s|Force powers|Inspire Followers}} {{KotOR/Restricted|Light}} | * {{s|Force powers|Inspire Followers}} {{KotOR/Restricted|Light}} | ||
Then {{s|Feats|Sneak Attack}} damage, none are multiplied by a critical hit | Then {{s|Feats|Sneak Attack}} damage, none are multiplied by a critical hit |
Revision as of 01:06, 1 February 2021
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 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 Combat log, a minimum d20 roll (1) is an automatic miss while a maximum d20 roll (20) is an automatic hit (and Critical Threat), 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.
All characters have a base attack bonus equal to their character or class level(s). Although enemies normally only have class level 1 and thus base 1, they receive a bonus to this based on your main character level:
Set 1 and Set 2 | Set 3 | Set 4 | Set 5 |
---|---|---|---|
roundup(main level * 0.9) - 1 | roundup(main level * 0.95) - 1 | main level | rounddown(main level * 1.1) |
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 Two-Weapon Fighting feat and a balanced weapon (which adds Small Offhand Bonus 2 to the attack(s) of the main hand):
Feat | Unbalanced | Balanced | ||
---|---|---|---|---|
Main hand | Off hand | Main hand | Off hand | |
None | -6 | -10 | -4 | -10 |
Two-Weapon Fighting | -6 | -6 | -4 | -6 |
Improved | -4 | -4 | -2 | -4 |
Master | -2 | -2 | 0 | -2 |
All blaster pistols, Double-Bladed Lightsabers and double-handed melee weapons are balanced, as are all Short Lightsabers, short swords and vibroblades in the off hand.
Once Two-Weapon Fighting has been mastered, the Jedi Weapon Master and Sith Marauder Prestige classes can then select Superior Two-Weapon Fighting to reduce this attack penalty even further:
Two-Weapon Fighting | Unbalanced | Balanced | ||
---|---|---|---|---|
Main hand | Off hand | Main hand | Off hand | |
Superior I | -1 | -2 | +1 | -2 |
Superior II | 0 | -2 | +2 | -2 |
Superior III | 0 | -1 | +2 | -1 |
Feats
Some feats add a bonus to, or inflict a penalty on, the attack roll:
Feat | Base | Improved | Master |
---|---|---|---|
Power Blast | -3 | ||
Rapid Shot | -4 | -2 | -1 |
Power Attack | -3 | ||
Flurry | -4 | -2 | 0 |
Feat | Base | Improved | Master |
---|---|---|---|
Force Jump | +2 | +4 | |
Dueling | +1 | +2 | +3 |
Dual Strike | +2 | +4 | +6 |
Weapon Focus | +1 |
All Prestige classes are granted Weapon Focus: Lightsaber and can select Weapon Specialization: Lightsaber, but only a Jedi Weapon Master or Sith Marauder can then select Superior Weapon Focus: Lightsaber.
Superior Weapon Focus | Lightsaber I | Lightsaber II | Lightsaber III |
---|---|---|---|
Weapon Focus Bonus | +1 | +2 | +3 |
Ranged
Bonuses can be added to the attack roll for close proximity ranged attacks, and melee attacks on ranged attackers, depending on whether or not the attacker, or defender, has any Close Combat feat:
Feat | None | Close Combat | Improved |
---|---|---|---|
Close Proximity Ranged Bonus | +1 | +2 | |
melee on ranged | +6 | +4 | +2 |
Close Combat is granted to level 4 Scouts, but these feats can be selected by all classes except Prestige classes.
Scouts are also granted Targeting feats, which add an attack bonus when using blaster pistols and rifles:
Targeting | I | II | III | IV | V | VI | VII | VIII |
---|---|---|---|---|---|---|---|---|
Scout level | 1 | 5 | 9 | 13 | 17 | 21 | 25 | 29 |
Ranged attack | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 |
Lightsaber form
Some lightsaber forms add a bonus to the attack roll:
Determination (Shii-Cho) | Contention (Makashi) | Perseverance (Shien) | Moderation (Niman) |
---|---|---|---|
+1 | +3 (vs lightsaber) | +2 | +1 |
Attribute modifier
Strength mod(ifier) is normally added to the attack roll when using melee weapons and lightsabers.
Dexterity mod(ifier) is added to the attack roll when using ranged weapons. If greater than strength mod, then it can be added to melee attack rolls instead of Strength modifier after selecting the Finesse: Melee Weapons feat, and to lightsaber attack rolls after selecting either of the Finesse: Melee Weapons or Lightsaber feats.
Player Charisma Modifier is also added to your party's attack rolls, but not your own.
Effect Bonus
Some weapons and items add an effect bonus or penalty to the attack roll, as do the following Force powers and stimulants:
Force power | Effect Bonus | ||
---|---|---|---|
User | Party | Enemy | |
Battle Meditation | +2 | +2 | |
Improved Battle Meditation | +2 | +2 | -2 |
Master Battle Meditation | +4 | +4 | -4 |
Inspire Followers I-V | +(1-5) | +(1-5) | |
Crush Opposition I-V | -(1-5) | ||
Slow | -2 |
Stimulant | Effect Bonus | ||
---|---|---|---|
User | Party | Enemy | |
Battle Stimulant | +1 | ||
Hyper-battle Stimulant | +2 | ||
Echani Battle Stimulant | +3 |
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 critical hit, multiplying damage rolls and bonuses when equal to or greater than an opponent's Defense. 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).
Ferocity (Juyo) lightsaber form adds 4 to the threat roll, although the only indication of this in the Combat log's Threat Breakdown is if there's threat success with Attack < Defense (for example, threat success with Attack 40 vs Defense 44; without this form, success would require at least Attack = Defense, or 44).
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:
Threat | 20-20 (5%) | 19-20 (10%) | 18-20 (15%) | |
---|---|---|---|---|
Keen | 19-20 (10%) | 17-20 (20%) | 15-20 (30%) | |
Ranged weapons | Blaster pistols Heavy blasters Ion blasters (x3) Sonic pistols |
Ion rifles (x3) Blaster carbines Sonic rifles (Heavy) repeaters |
Hold out blasters Bowcasters (x3) Blaster rifles |
Disruptor pistols Disruptor rifles |
Melee weapons | Stun batons Short swords Gamorrean battleaxes Long swords |
Double-Bladed Lightsaber Quarterstaffs and Force pikes Double-Bladed Sword Vibro double-blades Freyyr's Warblade |
Lightsaber Short Lightsaber Vibroblades Vibroswords |
The Keen bonus can increase base Critical Threat range, as can the Critical Strike and Sniper Shot feats. According to the Combat log, any Keen bonus is additive with feat bonuses, resulting in the following:
Feat | Critical Threat | Keen | ||||
---|---|---|---|---|---|---|
20-20 (5%) | 19-20 (10%) | 18-20 (15%) | 19-20 (10%) | 17-20 (20%) | 15-20 (30%) | |
Critical Strike / Sniper Shot | 19-20 (10%) | 17-20 (20%) | 15-20 (30%) | 18-20 (15%) | 15-20 (30%) | 12-20 (45%) |
Improved | 18-20 (15%) | 15-20 (30%) | 12-20 (45%) | 17-20 (20%) | 13-20 (40%) | 9-20 (60%) |
Master | 17-20 (20%) | 13-20 (40%) | 9-20 (60%) | 16-20 (25%) | 11-20 (50%) | 6-20 (75%) |
Resilience (Soresu) lightsaber form can then decrease weapon Threat range by 1 (5%) to minimum 20-20 (5%), while Aggression (Ataru) lightsaber form increases it by 1 (5%) to maximum 10-20 (55%) using a Keen (Short) Lightsaber with Master Critical Strike.
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 Combat log, a minimum d20 roll (1) is an automatic miss while a maximum d20 roll (20) is an automatic hit (and Critical Threat), 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.
Defense Bonus | Jedi armor | Light armor | Medium armor | Heavy armor | |||
---|---|---|---|---|---|---|---|
Armor | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Max Dexterity Bonus | 4 | 5 | 4 | 3 | 2 | 1 | 0 |
The Minor Uniform has armor 1, but no Max Dexterity Bonus.
Any remaining Defense Bonus is added to feats and effects mod. Some armors have higher Max Dexterity Bonus, and underlays can increase it for any heavy armor:
Light armor | Bonus |
---|---|
Electromesh Suit | +7 (5 + 2) |
Medium armor | Bonus |
---|---|
Sith Battle Suit | +7 (3 + 4) |
Electromesh Armor | +6 (2 + 4) |
Heavy armor | Bonus |
---|---|
Flex Heavy Armor | +3 (0 + 3) |
Felanar Armor | +4 (0 + 4) |
Flexible Underlay Mark | ||||
---|---|---|---|---|
I | II | III | IV | V |
+1 | +2 | +3 |
Otherwise, dex mod is unrestricted when unarmored (unclothed, or wearing clothing or robes with no Max Dexterity Bonus specified).
Class
All classes except the Scout and Tech Specialist are granted a defense bonus which can increase on level up:
Classes | Feat | Level 1 | Bonus |
---|---|---|---|
Soldier and Minion | Mandalorian Courage | 0 | 2 * [ (Level + 1) / 6] |
Scoundrel and Droid | Scoundrel's Luck or Logic Upgrade | 2 | 2 * [ (Level + 1) / 6] |
Jedi | Jedi Sense | 2 | 2 * [Level / 6] |
Jedi Master and Sith Lord | Prestige Sense | 2 | 2 * [Level / 8] |
Other Prestige classes | Greater Prestige Sense | 2 | 2 * [Level / 5] |
Although this bonus is normally attributed to a feat, it's entirely dependent on class: for example, Disciple, Handmaiden and Mandalore are all granted the same bonus as all are Soldiers, even though only Mandalore has the Mandalorian Courage feat.
Classes are granted this bonus at the following levels:
Class bonus | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 |
---|---|---|---|---|---|---|---|---|---|
Soldier and Minion | 5 | 11 | 17 | 23 | 29 | 35 | 41 | 47 | |
Scoundrel and Droid | 1 | 5 | 11 | 17 | 23 | 29 | 35 | 41 | 47 |
Jedi | 1 | 6 | 12 | 18 | 24 | 30 | 36 | 42 | 48 |
Jedi Master and Sith Lord | 1 | 8 | 16 | 24 | 32 | ||||
Other Prestige classes | 1 | 5 | 10 | 15 | 20 | 25 | 30 | 35 |
Although enemies normally only have class level 1, a defense bonus is added to any class bonus based on your main character level:
Set 1 | Set 2 | Set 3 | Set 4 | Set 5 |
---|---|---|---|---|
rounddown(main * 0.6) | roundup(main * 0.7) - 1 | rounddown(main * 0.8) | roundup(main * 0.9) - 1 | main level |
Some characters, like HK-47, are also granted a natural bonus.
Feats and effects
The Combat log sums defense bonuses and penalties from the following under feats and effects mod:
Feats | Base | Improved | Master |
---|---|---|---|
Rapid Shot | -4 | -2 | -1 |
Sniper Shot | -5 | ||
Flurry | -4 | -2 | 0 |
Critical Strike | -5 |
Force powers | Base | Improved | Master |
---|---|---|---|
Burst of Speed | Burst +2 | Knight +4 | Master +4 |
Force Aura | Aura +2 | Shield +4 | Armor +6 |
Slow | -2 |
Armor and other items can also have defense bonuses and penalties added to feats and effects:
Items | Value | |
---|---|---|
Body | Robes | 0 - +4 |
Light armor | -1 - +3 | |
Medium armor | 0 - +4 | |
Heavy armor | 0 - +4 | |
Handmaiden's Robe | +3 | |
Atton's Ribbed Jacket | +4 | |
Mira's Ballistic Mesh Jacket | +5 | |
Implants | Quickness D-Package | +1 |
Head | Absorption Visor | +1 |
Shielding Visor | ||
Arkanian Blinders | ||
Consciousness Helm | ||
Enhanced Shielding Visor | +3 | |
Hands | Czerka Defensive Gauntlets | +1 |
Gamorrean Power Gauntlets | ||
Gamorrean Wargloves | +3 | |
Armbands | Ludo Kressh's Armband | +1 |
Belts | Inertial Inhibitor | +1 |
Frozian Scout Belt | ||
Melee | Handmaiden's Staff | +1 |
Upgrade items | Value | |
---|---|---|
Armor | Ablative Plating | +1 |
Bonded Plates Mark I-II | +(1-2) | |
Bonded Plates Mark III-IV | +3 | |
Heavy Bonded Plates Mark I-III | +(2-4) | |
Ranged | Mandalorian Chamber Mark II | -2 |
Mandalorian Chamber Mark I / III | -1 | |
Melee | Advanced Zabrak Grip | -2 |
(Superior) Zabrak Grip | -1 | |
Basket Hilt | +1 | |
Advanced / Superior Nagai Grip | ||
Advanced / Superior Basket Hilt | +2 | |
Lightsaber | Phobium Emitters | -3 |
Refined Phobium Emitter | -1 | |
Disrupting Emitters | ||
Improved / Expert Deflection Emitter | +1 | |
Fencing Emitter | ||
Improved / Expert Fencing Emitter | +2 | |
Vibration Lenses | -1 | |
Lorrdian Gemstone | +2 |
Feats and effects from all of the above are restricted to maximum 10: for example, a Jedi using Master Speed (+4) and Force Armor (+6) with Ossus Keeper Robe (+1) and two Lightsabers with Expert Fencing Emitters (+2 each) 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, for that same Jedi 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).
The following are also added to feats and effects, but they are not restricted to maximum 10:
Feats | Rage | Fury | Frenzy |
---|---|---|---|
Wookiee Rage | -2 | -4 | -6 |
Force power | Base | Improved | Master |
---|---|---|---|
Fury | -2 | -4 | -6 |
Lightsaber form | Defense | vs Current Target |
---|---|---|
Determination (Shii-Cho) | +3 | -3 |
Resilience (Soresu) | +2 | |
Aggression (Ataru) | -2 | +5 |
Lightsaber form | Defense | vs Current Target |
---|---|---|
Perseverance (Shien) | -5 | |
Moderation (Niman) | +1 | |
Ferocity (Juyo) | -4 | +2 |
Defense and Defense vs Current Target bonuses and penalties are cumulative:
Lightsaber Form | Determination (Shii-Cho) | Aggression (Ataru) | Ferocity (Juyo) |
---|---|---|---|
Defense vs Current Target | 0 (+3 - 3) | +3 (-2 + 5) | -2 (-4 + 2) |
Defense bonuses restricted by enemy damage type or alignment are added to feats and effects unrestricted:
Item | Restriction | Defense | |
---|---|---|---|
Underlays | Durasteel Underlay Mark I-V | vs Bludgeoning, Piercing, Slashing | +(1-5) |
Armband | Nomi's Armband | vs Dark Side | +1 |
Wisdom modifier is also added to feats and effects unrestricted for a male character with Battle Precognition, as long as he's not wearing anything with an armor value.
So feats and effects can exceed maximum 10 in these cases: for example, a Jedi using Master Speed (+4) and Force Armor (+6) with Ossus Keeper Robe (+1) and two Lightsabers with Expert Fencing Emitters (+2 each) and Moderation (Niman) lightsaber form (+1) receives a defense bonus of 11 (min(15, 10) + 1).
However, this also means that any subsequent penalties cannot be offset by any excess: for example, if that same Jedi uses Master Fury (-6) as well, the defense bonus is 5 (min(15, 10) + 1 - 6).
Any Dueling bonus is listed separately as feat:
Feat | Base | Improved | Master |
---|---|---|---|
Dueling | +1 | +2 | +3 |
Debilitated penalty
Debilitated penalty results in -4 defense whenever a target is debilitated by any of the following:
Feats | Force powers | Equipment |
---|---|---|
Critical Strikes Sniper Shots |
Stun and Stasis (Field) Stun, Disable and Destroy Droid Force Push, Whirlwind and Wave Fear, Horror and Insanity Wound, Choke and Kill |
Plasma, Concussion and CryoBan Grenades Flash mines On Hit: Horror, Stun and Paralyze |
Being debilitated also means Dexterity modifier isn't added to defense or Reflex save (although Wisdom modifier can still be added to defense by Battle Precognition), and debilitated droids have saves reduced by 2. Characters may avoid being debilitated with a successful save, Immunity: Mind-Affecting, Force Resistance, or Force Immunity feats.
Critical Hits
Damage
- Weapon damage and bonuses of same type
- Bonuses of different damage type(s)
- Strength mod(ifier)
- Weapon Specialization
Bonus damage
Misc. effect damage
Then Sneak Attack damage, none are multiplied by a critical hit
Damage Immunity
Sums as expected, despite what descriptions may display.
Shields
Toughness
Ignore Pain or Inner Strength before Improved Toughness
Damage Resistance
Only highest value counts