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 Feedback, 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 which increases as level increases. Progression varies according to class:
|Slow||Level × 3/4||0||1||2||3||3||4||5||6||6||7||8||9||9||10||11||12||12||13||14||15|
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):
|Main hand||Off hand||Main hand||Off hand|
Some feats add a bonus to, or inflict a penalty on, the attack roll:
According to Feedback, 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%.
Dexterity mod is added to the attack roll when using ranged weapons, or lightsabers when greater than Strength mod.
Some weapons add an effect bonus to the attack roll, as do battle stimulants:
|Battle Stimulant||+1||Hyper-battle Stimulant||+2||Echani Battle Stimulant||+3|
The dark side power Slow can also inflict a penalty (−2).
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).
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 Critical Strike and Sniper Shot feats. According to Feedback, any Keen bonus is additive with feat bonuses, resulting in the following:
|Melee||Ranged||20–20 (5%)||19–20 (10%)||19–20 (10%)||17–20 (20%)|
|Critical Strike||Sniper Shot||19–20 (10%)||17–20 (20%)||18–20 (15%)||15–20 (30%)|
|Improved||18–20 (15%)||15–20 (30%)||17–20 (20%)||13–20 (40%)|
|Master||17–20 (20%)||13–20 (40%)||16–20 (25%)||11–20 (50%)|
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 Feedback, 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.
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||Light armor||Medium armor||Heavy armor|
|Max Dexterity Bonus||5||4||3||2||1||0|
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 Jedi 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 Feedback this restriction doesn't actually apply. Maximum 42 Dexterity results in dex mod 16, so maximum defense bonus for an unarmored Jedi is 26.
Some classes are granted a defense bonus which can increase on level up:
|Bonus||Level||Class and feat|
|+2||1||Scoundrel's Luck||Jedi Sense||Combat Logic Upgrade|
|+4||6||Improved Scoundrel's Luck||Knight Sense||Tactician Logic Upgrade|
|+6||12||Master Scoundrel's Luck||Master Sense||Battle Droid Logic Upgrade|
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
Feedback sums defense bonuses and penalties from the following under feats and effects mod:
|On Hit: Slowed||-4|
Armor and robes can also have defense bonuses added to feats and effects:
|Robes||Light armor||Medium armor||Heavy armor|
Feats and effects from all of the above are restricted to maximum 10: for example, a light Jedi wearing Qel-Droma Robes (+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 Dueling bonus is listed separately as feat:
Debilitated penalty results in −4 defense whenever a target is debilitated by any of the following:
|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|
On Hit: Horror, Stun and Paralyze
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 Dexterity modifier isn't added to Defense or Reflex save, 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.
|Unarmed||1||Short Sword||1–6||Gamorrean Battleaxe||1–12||Wookiee Warblade||1–10|
|Stun batons||1||Gaffi sticks||1–8||Long swords||1–12||Double-bladed swords||2–12|
Creatures armed with claws also inflict slashing damage. Lightsabers and most ranged weapons inflict energy damage:
|Lightsabers||Damage||Blaster pistols||Damage||Blaster rifles||Damage||Heavy weapons||Damage|
|Short Lightsaber||2–12||Hold out blasters||1–4||Blaster carbines||1–8||Repeating blasters||1–8|
|Lightsaber||2–16||Blaster pistols||1–6||Blaster rifles||1–8||Heavy repeating blasters||1–10|
However, disruptors aren't the only ranged weapons that don't:
|Sonic pistols||1–4||Ion pistols||1–4||+1–10|
|Sonic rifles||1–6||Ion rifles||1–6||+2–12|
How much damage is inflicted is normally determined by the roll of a virtual numbered die or dice, which can be expressed with the notation XdY, where X is the number of dice with Y sides rolled:
Minimum total roll is X, while the maximum is X × Y. The more dice are rolled, the more likely the total will approach the average.
For example, although a Long Sword inflicts slightly less damage (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).
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 On Hit: Paralyze can both be inflicted by carbonite projectors and CryoBan Grenades.
- Ion blasters and rifles have additional ion damage rolls versus droids, and Ion Grenades inflict triple damage on them.
- Sonic damage and On Hit: Attribute Damage Dexterity can both be inflicted by sonic pistols and rifles, and Sonic Grenades.
However, this is not actually the case. For example:
- An Echani Vibroblade (Damage Bonus: +2 Cold) does not paralyze.
- Ajunta Pall's Blade (Damage Bonus: +2 Fire) does not inflict Horror.
- Shield disruptors inflict the same ion damage on organics as droids.
- A Sith Tremor Sword (Damage Bonus: +2 Sonic) inflicts no Attribute Damage Dexterity.
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:
- Strength mod(ifier) (melee weapons and lightsabers only)
- Bonus damage
- Sneak Attack damage
This bonus damage is multiplied by a Critical Hit, then any Massive Criticals bonuses are added.
A Critical Hit is triggered when the d20 roll of a successful attack roll is within the weapon's Critical Threat 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 Crystal, Sapith's Damage Bonus: 3, Energy)
- Sneak Attack damage
Any Massive Criticals bonus is only added to bonus damage on a Critical Hit, and not multiplied by it:
|Melee weapon||Bacca's Ceremonial Blade||+2–12||Upgrade item||Crystal, Opila||+2–12|
|Damage Breakdown||Source||Damage roll||Critical Hit|
|Crystal, Opila (Damage Bonus: 3, Energy)||3||3|
|Crystal, Sigil (Damage Bonus: 1–6, Energy)||1–6||+1–6||2–12|
|physical (slashing)||Jedi Guardian dark mastery||1–8||+1–8||2–16|
|strength mod||32 Strength||11||+11||22|
|weapon specialization||Weapon Specialization: Lightsaber||2||+2||4|
|bonus damage||Master Force Jump (level 12 Jedi Guardian)||4||+4||8|
|Crystal, Opila (Massive Criticals: +2–12)||+2–12||2–12|
|sneak attack damage||Sneak Attack IV (level 7 Scoundrel)||4–24||4–24|
Due to the need for two successful rolls (attack, then threat), Critical Strike and Sniper Shot feats are extremely dependent on chance to hit to maximize their damage. 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:
|Roll success||Critical Threat|
|Attack||Threat||20 (5%)||19 (10%)||18 (15%)||17 (20%)||16 (25%)||15 (30%)||13 (40%)||11 (50%)|
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))
|Action||Critical Threat||Attack and Threat success|
|Attack||19–20 (10%)||0.825 (0.75 + (0.75 × 0.1))||0.55 (0.5 + (0.5 × 0.1))||0.275 (0.25 + (0.25 × 0.1))|
|MCS||13–20 (40%)||1.05 (0.75 + (0.75 × 0.4))||0.7 (0.5 + (0.5 × 0.4))||0.3125 (0.25 + (0.25 × 0.25))|
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:
|Action||Critical Threat||Attack and Threat success|
|Attack||19–20 (10%)||24.75 (30 × 0.825)||16.5 (30 × 0.55)||8.25 (30 × 0.275)|
|MCS||13–20 (40%)||31.5 (30 × 1.05)||21 (30 × 0.7)||9.375 (30 × 0.3125)|
Damage Immunity versus a specified damage type is an item bonus that first reduces damage of that type by 100% to 0, even before Shields.
|Medium armor||Environmental Bastion Armor||100%||100%||100%|
|Belts||Electrical Capacitance Shield||100%|
|Thermal Shield Generator||100%|
Damage Immunity is normally excessive since a combination of high saves, (Improved) Energy Resistance or Damage Resistance 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.
A shield can absorb any damage of the specified type(s) remaining after Damage Immunity. 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 Feedback.
|Echani Dueling Shield||60||Yes||No||No||No|
|Yusanis' Dueling Shield||100||Yes||No||No||No|
|Sith Energy Shield||30||Yes||Yes||No||No|
|Arkanian Energy Shield||40||Yes||Yes||Yes||Yes|
|Verpine Prototype Shield||120||Yes||Yes||Yes||Yes|
Shields effectively add Vitality versus the specified damage type(s). Organic characters can equip a Mandalorian shield to absorb physical damage instead:
|Mandalorian Melee Shield||20||No||Yes||Yes||Yes|
|Mandalorian Power Shield||30||Yes||Yes||Yes||Yes|
However, you can only get three Melee Shields and one Power Shield. Droids can also equip a shield:
|Shield||Droid Upgrade||Damage Deflection|
|Energy Shield Level 1||Class 1||20||Yes||No||No||No|
|Baragwin Droid Shield||Class 1||20||Yes||No||No||No|
|Energy Shield Level 2||Class 2||30||Yes||No||No||No|
|Energy Shield Level 3||Class 3||50||Yes||No||No||No|
|Environment Shield Level 1||Class 1||20||Yes||Yes||Yes||Yes|
|Environment Shield Level 2||Class 2||30||Yes||Yes||Yes||Yes|
|Environment Shield Level 3||Class 3||50||Yes||Yes||Yes||Yes|
Contrary to their descriptions, shields do not deflect electrical damage. Ion damage is doubled against an active shield.
The feats Improved or Master Toughness, and Wookiee Toughness, 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:
|Light Side vs Dark Side||2||12||0||10|
|Jedi Guardian dark mastery||Physical (slashing)||1||8||0||6|
Damage is affected five times in this case, but Feedback'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 versus a specified damage type reduces any damage of that type remaining after Toughness, by a set amount. However, bonuses do not sum: only the highest ever has any effect. Any damage resisted is recorded in Feedback.
|Electrical||Mandalorian Battle Armor||25/−|
|Energy||Improved Energy Resistance||15/−|
|Cold||Mandalorian Assault Armor||25/−|
|Verpine Zal Alloy Mesh|
/− simply means that the value is subtracted from that damage type: /+ would mean that the value is added to the damage type, but this is never used.
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 Vibroswords 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.
|Powers||(Improved) Energy Resistance||15|
|Heavy||Mandalorian Battle Armor||25|
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.
|Powers||(Improved) Energy Resistance||15||15||15|
|Verpine Ocular Enhancer||5|
|Tulak Hord's Mask||10|
|Light armor||Echani Light Armor||15|
|Zabrak Battle Armor||20|
|Echani Fiber Armor||20||20|
|Darth Bandon's Fiber Armor||25|
|Medium armor||Davik's War Suit||10||10|
|Cinnagar War Suit||15|
|Krath Holy Battle Suit||15||15||15|
|Powered Light Battle Armor||25|
|Heavy armor||Calo Nord's Battle Armor||10||10||10|
|Cassus Fett's Battle Armor||10||10||10|
|Jurgan Kalta's Power Suit||10||10||10|
|Jurgan Kalta's Power Suit||15||15||15|
|Mandalorian Assault Armor||25||25|
|Verpine Zal Alloy Mesh||25||25||25|
Adjusting Combat Difficulty in Gameplay Options at any time has the following effect on damage from enemy attacks:
|Difficulty||Enemy Damage||Final Damage|
|The red bar represents a character's health, measured in vitality points. Vitality points (VP) decrease when a character takes damage from an attack or other effect. If the total reaches zero, the character falls unconscious and is unable to move or fight until healed. If the entire party falls unconscious, the game will end. To continue, load a previously saved game or begin from the last AUTO SAVE point. As long as one character in the party remains conscious to guard the others, the game will continue.|
Characters are granted the following Vitality per class level:
|Vitality per class level||6||8||10||12|
|Vitality per level||Class level|
Constitution modifier is also added to Vitality per level for all characters, retroactive for levels previously gained, as are the following:
Vitality bonuses are also granted by battle stimulants:
|Battle Stimulant||+8||Hyper-battle Stimulant||+16||Echani Battle Stimulant||+25|
|NOTE: Unlike Force points, vitality points do not regenerate and must be healed through the use of Force powers, medpacs and other items.|
While this is normally true, the Regeneration bonus allows it to do so. However, any lost Vitality only regenerates once every 6 seconds (every two combat rounds):
|Implants (Level 3)||Sith Regenerator||2|
|Robes||Darth Revan's Robes||1|
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.
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 Stealth then the extra action doesn't count as a Sneak Attack. 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.