From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(Created stub outline, detail to be added shortly)
 
(Removed {{stub}} after adding detail to Attack, Critical Threat and Defense sections and sub-sections)
Line 1: Line 1:
{{stub}}
{{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==
{{sect-stub}}
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:


* Roll 1d20
{| {{prettytable|text center=1}}
* Base
!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===
{{sect-stub}}
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:


* {{s|Feats|Two-Weapon Fighting}}
{| {{prettytable|text center=1}}
* Small Offhand Bonus 2
!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===
{{sect-stub}}
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.


* {{s|Feats|Power Attack}}
{| {{prettytable|text center=1}}
* {{s|Feats|Flurry}}
!width=40%| Superior Weapon Focus
* {{s|Feats|Force Jump}}
!width=20%| Lightsaber I
* {{s|Feats|Power Blast}}
!width=20%| Lightsaber II
* {{s|Feats|Rapid Shot}}
!width=20%| Lightsaber III
* {{s|Feats|Dueling}}
|- {{yes}}
! Weapon Focus Bonus
| +1 || +2 || +3
|}


===Ranged===
===Ranged===
{{sect-stub}}
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
|}


* Close Proximity Ranged Bonus
===Lightsaber form===
* melee on ranged
Some [[../Forms#Lightsaber forms|lightsaber forms]] add a bonus to the attack roll:
* {{s|Feats|Targeting}}


===Lightsaber Form===
{| {{prettytable|text center=1}}
{{sect-stub}}
!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===
{{sect-stub}}
{{s|Attributes|Strength}} mod(ifier) is normally added to the attack roll when using [[../Melee weapons|melee weapons]] and [[../Lightsabers|lightsabers]].


* Player {{s|Attributes|Charisma}} Modifier
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.
* {{s|Attributes|Dexterity}} or {{s|Attributes|Strength}} mod(ifier)


===Weapon Focus===
Player {{s|Attributes|Charisma}} Modifier is also added to your [[../Party|party's]] attack rolls, but not your own.
{{sect-stub}}


===Effect Bonus===
===Effect Bonus===
{{sect-stub}}
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|}}
|}


* Battle {{s|Useable|Stimulants}}
{{col|2|end}}
* {{s|Force powers|Battle Meditation}}
* {{s|Force powers|Inspire Followers}} {{KotOR/Restricted|Light}}
* {{s|Force powers|Crush Opposition}} {{KotOR/Restricted|Dark}}


==Critical Threat==
==Critical Threat==
{{sect-stub}}
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==
{{sect-stub}}
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.


* Base 10
All characters start with base 10 defense.


===Armor===
===Armor===
{{sect-stub}}
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}}


* [[../Attributes#Dexterity|Dex]](terity) mod(ifier)
Otherwise, dex mod is unrestricted when unarmored (unclothed, or wearing [[../Body|clothing]] or [[../Robes|robes]] with no Max Dexterity Bonus specified).


===Class===
===Class===
{{sect-stub}}
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===
{{sect-stub}}
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}}


Maximum ceiling 10 restricts the following:
{{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.


* {{s|Feats|Flurry}} and {{s|Feats|Critical Strike}}
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''').
* {{s|Feats|Rapid Shot}} and {{s|Feats|Sniper Shot}}
* {{s|Force powers|Force Aura}} powers
* {{s|Force powers|Burst of Speed}} powers
* {{s|Force powers|Slow}}
* Item Defense bonuses


The following are unrestricted:
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''').


* {{s|Forms|Lightsaber forms}}
Any {{s|Feats|Dueling}} bonus is listed separately as feat:
* {{s|Force powers|Fury}} and {{s|Feats|Wookiee Rage}}
* {{s|Attributes|Wisdom}} modifier when added by {{s|Feats|Battle Precognition}}
* Item Defense bonuses restricted by damage type or enemy alignment


{{s|Feats|Dueling}} bonus is listed separately as feat
{| {{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===
{{sect-stub}}
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 hit==
==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}}
* {{s|Force powers|Crush Opposition}} {{KotOR/Restricted|Dark}}


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 Restricted to: Light Side +(1-5) +(1-5)
Crush Opposition I-V Restricted to: Dark Side -(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 Feats Required: Armor Proficiency - Light Light armor Feats Required: Armor Proficiency - Light Medium armor Feats Required: Armor Proficiency - Medium Heavy armor Feats Required: Armor Proficiency - Heavy
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 Feats Required: Armor Proficiency - Heavy 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:

Upgrade items Value
Armor Ablative Plating Feats Required: Armor Proficiency - Medium +1
Bonded Plates Feats Required: Armor Proficiency - Medium Mark I-II +(1-2)
Bonded Plates Feats Required: Armor Proficiency - Medium Mark III-IV +3
Heavy Bonded Plates Feats Required: Armor Proficiency - Heavy 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 forms
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

This section is a stub. Help us expand it, and you get a cookie.

Damage

This section is a stub. Help us expand it, and you get a cookie.

Bonus damage

This section is a stub. Help us expand it, and you get a cookie.

Misc. effect damage

This section is a stub. Help us expand it, and you get a cookie.

Then Sneak Attack damage, none are multiplied by a critical hit

Damage Immunity

This section is a stub. Help us expand it, and you get a cookie.

Sums as expected, despite what descriptions may display.

Shields

This section is a stub. Help us expand it, and you get a cookie.

Arms and Shields

Toughness

This section is a stub. Help us expand it, and you get a cookie.

Ignore Pain or Inner Strength before Improved Toughness

Damage Resistance

This section is a stub. Help us expand it, and you get a cookie.

Only highest value counts

Combat Difficulty

This section is a stub. Help us expand it, and you get a cookie.

Vitality

This section is a stub. Help us expand it, and you get a cookie.

Regeneration

This section is a stub. Help us expand it, and you get a cookie.