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):
|Main hand||Off hand||Main hand||Off hand|
|Main hand||Off hand||Main hand||Off hand|
Some feats add a bonus to, or inflict a penalty on, the attack roll:
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|
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:
|Close Proximity Ranged Bonus||+1||+2|
|melee on ranged||+6||+4||+2|
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|
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.
|Force power||Effect Bonus|
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
Ion blasters (x3)
|Ion rifles (x3)
|Hold out blasters
|Melee weapons||Stun batons
Quarterstaffs and Force pikes
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:
|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.
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.
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|
|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:
|Electromesh Suit||+7 (5 + 2)|
|Flexible Underlay Mark|
|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:
|Soldier and Minion||5||11||17||23||29||35||41||47|
|Scoundrel and Droid||1||5||11||17||23||29||35||41||47|
|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:
|Wookiee Rage||Rage -2||Fury -4||Frenzy -6|
Armor and other items can also have defense bonuses and penalties added to feats and effects:
|Body||Robes||0 - +4|
|Light armor||-1 - +3|
|Medium armor||0 - +4|
|Heavy armor||0 - +4|
|Atton's Ribbed Jacket||+4|
|Mira's Ballistic Mesh Jacket||+5|
|Enhanced Shielding Visor||+3|
|Hands||Czerka Defensive Gauntlets||+1|
|Gamorrean Power Gauntlets|
|Armbands||Ludo Kressh's Armband||+1|
|Frozian Scout Belt|
|Heavy Bonded Plates||+(2-4)|
|Ranged||Mandalorian Chamber Mark II||-2|
|Mandalorian Chamber Mark I / III||-1|
|Melee||Advanced Zabrak Grip||-2|
|(Superior) Zabrak Grip||-1|
|Advanced / Superior Nagai Grip|
|Advanced / Superior Basket Hilt||+2|
|Refined Phobium Emitter||-1|
|Improved / Expert Deflection Emitter||+1|
|Improved / Expert Fencing Emitter||+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:
|Lightsaber forms||Defense||vs Current Target|
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)|
|Underlays||Durasteel Underlays||vs Bludgeoning, Piercing, Slashing||+(1-5)|
|Armband||Nomi's Armband||vs Dark Side||+1|
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 Resilience (Soresu) lightsaber form (+2 vs current target) receives a defense bonus of 12 (min(15, 10) + 2) vs current target.
However, this also means that any subsequent penalties cannot be offset by any excess: for example, if that same Jedi uses Perseverance (Shien) lightsaber form (-5 vs current target) instead, the defense bonus is 5 (min(15, 10) - 5) vs current target.
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
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: Stun, Fear, Horror, Force Resistance, or Force Immunity feats.
|Stun batons||1||Short swords||1-6||Long swords||1-12||Wookiee warblade||1-10|
|Unarmed||1-4||Vibroblades||1-10||Gamorrean battleaxes||1-12||Double-Bladed Sword||2-12|
Creatures armed with claws also inflict slashing damage. However, the Combat log's Damage Breakdown labels any physical damage as slashing, even when it's bludgeoning or piercing.
Lightsabers and most ranged weapons inflict energy damage:
|Lightsabers||Damage||Blaster pistols||Damage||Blaster rifles||Damage||Blaster rifles||Damage|
|Short Lightsaber||2-16||Hold out blasters||1-4||Bowcasters||1-10||Repeating blasters||2-12|
|Lightsaber||2-20||Blaster pistols||1-8||Blaster carbines||1-12||Heavy repeating blasters||2-16|
|Double-Bladed||2-24||Heavy blasters||1-10||Blaster rifles||1-12|
However, some ranged weapons don't:
|Disruptor pistols||1-6||Sonic pistols||1-4||Ion blasters||1-6||+1-10|
|Disruptor rifles||1-10||Sonic rifles||1-10||Ion rifles||1-10||+1-10|
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).
Enemy base or weapon damage rolls then receive a multiplier based on your main character level:
|Set||Damage multiplier||Minimum main level for damage multiplier|
|Set 1||max(roundup((main level - 1) * 0.065); 1)||1||17||32||48|
|Set 2||max(roundup((main level - 1) * 0.09); 1)||1||13||24||35||46|
|Set 3||max(roundup((main level - 1) * 0.11); 1)||1||11||20||29||38||47|
|Set 4||max(roundup((main level - 1) * 0.135); 1)||1||9||16||24||31||39||46|
|Set 5||max(roundup((main level - 1) * 0.175); 1)||1||7||13||19||24||30||36||42||47|
Subsequent damage bonuses are simply added, not multiplied (although they may still be multiplied by a Critical Hit).
More advanced weapons of the same type can have additional bonuses, both set or die rolls, of the same or different damage type(s), like cold, fire, dark side and light side. 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, Sonic Grenades and sonic mines.
However, this is not actually the case. For example:
- An Echani Vibrosword (Damage Bonus: +2 Cold) does not paralyze.
- A Plasma Torch (Damage Bonus: +1-6 Fire) does not inflict Horror.
- Droid Ion Strikers and Blasts inflict the same ion damage on organics as droids.
- A Sith Tremor Sword (Damage Bonus: +3 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 is normally added by feats:
|Feat||Attack type||Bonus damage|
|Inc. Combat Damage||Yes||Yes||Yes||2||4||6|
|Inc. Melee Damage||No||Yes||Yes||2||4||6|
|Source||Description||Attack type||Bonus damage|
|Lightsaber form||Contention (Makashi)||No||Lightsaber||No||3|
Misc. effect damage
|Force power||Misc. effect damage|
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 normally x2, but each of the following can increase this by 1, to x3:
Critical Multiplier x4 is possible when using Power Blast with a bowcaster, ion blaster or rifle, or Power Attack with Perseverance (Shien) lightsaber form.
However, the following are not multiplied by a critical hit:
- Set item bonuses (like an Ultimate Diatium Energy Cell's Damage Bonus: 5, Energy)
- Sneak Attack damage
Any Massive Criticals bonuses are only added to bonus damage on a Critical Hit, and not multiplied by it.
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|
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 * (Critical Multiplier - 1) * min(Critical Threat, Attack success))
For example, with maximum 95% chance to hit (roll 2 + Attack ≥ Defense) and 100% critical conversion (roll 1 + Attack ≥ Defense):
Average damage multiplier per attack = 0.95 + ((Critical Multiplier - 1) * Critical Threat)
Massive Criticals bonuses are only added to Critical Hits, and not multiplied by them. Some weapons already have a Massive Criticals bonus:
|Hold out blasters||Field Survival Pistol||+1-4|
|Elite Watchman Blaster||+2-12|
|Blaster rifles||Combat Enforcer||+1-6|
|Mandalorian Heavy Repeater||+1-10|
|Droid Assassin's Rifle||+2-20|
Massive Criticals bonuses are always the same damage type as the weapon itself, and can be added to some weapons with upgrade items:
|Power packs||Ion Charger Mark II||+2|
|Power Pulsator Mark I||+1-4|
|Firing chambers||Broadening Chamber Mark I||+2|
|Precision Chamber Mark I||+1|
If a lightsaber has any Massive Criticals bonus, then 2-12 is added to the sum of any of the following:
|Energy cells||Discharge Energy Cell||+1-3|
|Ion Energy Cell||+1-4|
|1||Black Name Crystal||+1-4|
Damage Immunity versus a specified damage type is an item bonus that first reduces damage of that type by a percentage, even before Shields. Damage Immunity: 100% is possible in some cases, resulting in no damage whatsoever, although this is hardly ever granted by a single item.
Bonuses versus the same damage type all sum as expected, although upgraded item descriptions may only display the highest bonus, or equal bonuses separately.
|Bothan Precision Gloves||15%|
|Light armor||Mandalorian Combat Suit||10%||10%||10%|
|Mandalorian Heavy Suit|
|Plating||Droid Diatium Plating||75%||75%||75%|
|Enhanced Shielding Visor||15%||15%||15%|
|Electrical Capacitance Shield||75%|
|Light armor||Echani Shield Suit||10%||10%|
|Heavy Bonded Plates Mark III||15%|
|Plating||Droid Quadranium Armor||25%||25%|
|Droid Agrinium Armor||50%||50%|
|Droid Capacitor Armor||75%||75%||75%|
Significant electrical damage can be inflicted by Shock and Stun Droid powers, but Force Resistance or Immunity, or saves and Damage Resistance vs Electrical, can already grant sufficient protection. 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.
Damage Immunity vs Energy can become increasingly useful, as energy weapons (most blaster pistols and rifles, and lightsabers) are extremely common and can become much more damaging as you level up and enemy damage multipliers increase. For example, Jedi armor or light, medium or heavy armor upgraded with Energy Shielding Mark IV and an Armorweave Underlay Mark V grants Damage Immunity: 60% vs Energy in total, and this can be increased to maximum 90%, drastically increasing the total damage a Verpine Prototype Shield can effectively absorb:
|Immunity vs Energy||Base (0%)||60%||65%||70%||75%||80%||85%||90%|
|Total points absorbed||170||425||485||566||680||850||1133||1700|
Alternatively, Damage Immunity vs Energy can drastically increase the damage an enemy must inflict before the Damage Resistance of Master Energy Resistance cannot resist it entirely:
|Immunity vs Energy||Base (0%)||60%||65%||70%||75%||80%||85%||90%|
Damage Immunity vs Ion would be more useful for Droids.
|Bothan Precision Gloves|
|Belts||Aratech SD Belt||25%|
|Thermal Shield Generator||75%|
|Sound Dampening Overlays||10-50%|
|Plating||Droid Agrinium Armor||50%|
|Droid Quadranium Armor||100%||25%|
Saves and Damage Resistance should grant sufficient protection, since sonic, cold and fire damage are normally inflicted in relatively small and set amounts by grenades, mines and droid special weapons.
|Source||Description||Light Side||Dark Side|
|Matukai Meditation Band||30%|
Light Side damage is only inflicted by your own light or white Name Crystal, while Dark Side damage is only inflicted by your own dark or black Name Crystal, Freedon Nadd's Blaster and Drain Life or Death Field (against which Force Resistance or Immunity, or saves, should grant sufficient protection).
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, not the Combat log.
|Telos Mining Shield||20||No||No||No||Yes||No|
|Echani Dueling Shield||130||Yes||No||No||No||Yes|
|Arkanian Energy Shield||80||Yes||Yes||Yes||Yes||Yes|
|Verpine Prototype Shield||170||Yes||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||50||No||Yes||Yes||Yes|
|Mandalorian Power Shield||70||Yes||Yes||Yes||Yes|
Droids can also equip a shield. All droid shields absorb energy and ion damage, but some also absorb electric damage while others absorb sonic, cold and heat (fire) damage:
|Deflector Mark I||Class 1||50||Yes||No||No||No||Yes||Yes|
|Deflector Mark II||Class 2||70||Yes||No||No||No||Yes||Yes|
|Deflector Mark III||Class 3||100||Yes||No||No||No||Yes||Yes|
|Defense Barrier||Class 1||60||Yes||Yes||Yes||Yes||No||Yes|
|Energy Collector||Class 1||80||Yes||Yes||Yes||Yes||No||Yes|
|Renewable Shield||Class 3||80||Yes||Yes||Yes||Yes||No||Yes|
|Unity Grid||Class 3||110||Yes||Yes||Yes||Yes||No||Yes|
Toughness feats can then further reduce any remaining damage:
|Toughness||< 20 Damage||> 19 Damage|
|Improved or Master||-2||-10%|
|Wookiee||Toughness I||Toughness II||Toughness III|
|Damage||-2||-5, then -5%||-8, then -10%|
Toughness can be surprisingly effective since it affects each of the following:
- Sum of weapon damage
- Sum of bonus damage rolls of each type
- Sum of set item bonuses of each type
For example, Improved or Master Toughness would have the following effect:
|Expert Fencing Emitter||Energy||3||3||6||6|
|Telgorn Jolt Cell Mark III||Electrical||1||8||0||6|
|Jedi Guardian dark mastery||Slashing||1||8||0||6|
Damage is affected five times in this case, but the Combat log'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, electrical or slashing 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 (although upgraded item descriptions may display equal bonuses separately). Any damage resisted is recorded in Feedback, not the Combat log.
|Physical||Master Force Barrier||15/-|
|Electrical||Mandalorian Battle Armor||25/-|
|Energy||Master Energy Resistance||20/-|
|Ion||Droid System Fortification||10/-|
|Dark Side||Force Shield||5/-|
/- 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 20/- vs Electrical, Energy, Cold, Fire and Sonic can be granted by Master Energy Resistance to the entire party from level 17, for 120 seconds (2 minutes): while this isn't the maximum against those damage types, it is normally sufficient protection.
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.
|Force powers||Force Barrier||4|
|Improved Force Barrier||8|
|Master Force Barrier||15|
Maximum Damage Resistance: Resist 15/- vs Bludgeoning, Piercing, Slashing (physical) can only be granted by Master Force Barrier to the Jedi using it from level 15, for 60 seconds.
|Force powers||Energy Resistance||6||6|
|Improved Energy Resistance||12||12|
|Master Energy Resistance||20||20|
|Hands||Nagai Combat Gloves||5|
Damage Resistance: Resist 20/- vs Electrical, Energy is granted by Master Energy Resistance to the entire party from level 17, for 120 seconds (2 minutes): this is close to maximum vs Electrical, and the maximum vs Energy.
|Force powers||Energy Resistance||6||6||6|
|Improved Energy Resistance||12||12||12|
|Master Energy Resistance||20||20||20|
|Hands||Bothan Precision Gloves||5|
|Overlays||Sound Dampening Overlays||0-5|
|Light armor||Ubese Environmental Suit||10||10|
|Echani Light Armor||15|
|Armored Flight Suit||20|
|Zabrak Battle Armor||20|
|Ulic Qel Droma's Mesh Suit||20||20|
|Zabrak Field Armor||30|
|Medium armor||Cinnagar War Suit||15|
|Krath Holy Battle Suit||15||15||15|
|Heavy Cinnagar War Suit||20|
|Powered Light Battle Armor||25|
|Heavy armor||Mandalorian Assault Armor||25||25|
|Verpine Zal Alloy Mesh||25||25||25|
Damage Resistance: Resist 20/- vs Cold, Fire, Sonic is granted by Master Energy Resistance to the entire party from level 17, for 120 seconds (2 minutes): this is normally sufficient protection.
|Sensor||Droid System Fortification||10|
Adjusting Combat Difficulty in Gameplay Options at any time has the following effect on damage from enemy attacks:
|Difficulty||Enemy Damage||Final Damage|
Your main character and party are granted the following Vitality per class level:
|Vitality per class level||6||8||10||12|
|Prestige classes||Jedi Master
|Jedi Weapon Master
However, enemies normally have their own base Vitality value, with a multiplier based on your main character level:
|Set 1, Set 2 and Set 3||Set 4||Set 5|
|max(rounddown((main lvl + 1) * 0.65) - 1; 1)||max(round(main level * 0.7) – 1; 1)||max(round(main level * 0.8) – 1; 1)|
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 the following:
|War Veteran||+25||Battle||+8||Hyper-battle||+16||Echani Battle||+25|
The Regenerate Vitality Points feat adds 0.5 to these values, which Battle Meditation then doubles while active: for example, a character with 20 Constitution (CON +5), Regenerate Vitality Points and Battle Meditation active regenerates ((0.3 * 5) + 0.5) * 2 = 4 Vitality once every 6 seconds in combat, and ((0.3 * 5) + 1 + 0.5) * 2 = 6 out of combat.
Any Regeneration item bonuses are then simply added to these values:
|Hands||Zeison Sha Gloves||1|
|Jedi armor||Darth Malak's Armor||2|
|T3-M4||Droid Self-Sustaining Unit||3|
Maximum Regeneration: 18 for a dark Jedi with at least 12 Constitution, Armor Proficiency: Medium and two (Short) Lightsabers (upgraded item descriptions may only display the highest bonus, but all are summed).
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.