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Just as the success of a weapon attack is determined by an attack roll against defense, the success or extent of other damaging, debilitating and status-altering effects is determined by a saving throw against the Difficulty Class (DC) of those effects: the defender makes an opposed roll using d20 + the relevant save (Fortitude, Reflex or Will) versus the attacker's DC. If the saving throw is greater (or equal), then its success may reduce or negate any effect; if it fails, the attack has full effect.

Thus a saving throw always fails if maximum roll 20 + Save < DC, and always succeeds if minimum roll 1 + Save ≥ DC. Otherwise, the chance of success is as follows:

Difficulty Class - save
> 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 < 2
0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

For example, a Fortitude saving throw must normally be made at DC 30 if a Deadly Gas Mine is triggered: Fortitude save 9 or less means this throw always fails (maximum roll 20 + 9 = 29), always resulting in poisoning; however, if it's 19 then it succeeds 50% of the time (roll (11-20) + 19 = 30-39); and if it's 29 or more then it always succeeds (minimum roll 1 + 29 = 30), never resulting in poisoning.

Feats[edit]

Some feats can trigger an effect if the first main hand attack in a combat round hits, unless the target makes a Fortitude save against a DC of the attacker's level + attribute modifier:

Feat Effect DC modifier
Sniper Shot Stun (6 seconds) Intelligence
Critical Strike Strength
Feat Effect DC modifier
Power Blast Knockdown 2 * Dexterity
Power Attack 2 * Strength

Stun can also be negated by Immunity: Stun, Fear, Horror or Force Immunity: Fear, or neutralized by Master Heal. Knockdown can only be triggered on a Critical Hit, as can HK-47's Assassin Protocols, which have 20% chance to inflict unstoppable damage unless the target makes a Fortitude save against a DC of 10 + HK-47's level.

Bao-Dur and Handmaiden also have unique feats (Strike and Echani Strike respectively) which can have a 10-20% chance to add an effect (Slow and Knockdown respectively) to their unarmed attacks unless the target makes a Fortitude save against a DC of 15 + level.

G0-T0's Droid Trick can distract a single hostile droid, and Scramble Droid can cause it to fight for you, for 30 seconds unless the target makes a Will save against a DC of 5 + G0-T0's level + Wisdom modifier + Charisma modifier.

Force powers[edit]

Almost all offensive Force powers have DC 5 + attacker level + attacker Wisdom and Charisma modifiers + Force Focus:

Save
Fortitude Reflex Will
Stun, Stasis (Field) Light side powers
Stun, Disable, Destroy Droid Light side power
Affliction, Plague Dark side powers
Drain Life, Death Field Dark side powers
Wound, Choke, Kill Dark side powers
Force Crush Dark side powers
Force Push, Whirlwind, Wave Improved, Master Battle Meditation
Beast Trick
Mind Trick, Force Confusion
Drain Force Dark side powers
Fear, Horror, Insanity Dark side powers
Shock, Force Lightning, Storm Dark side powers
Slow Dark side power
Crush Opposition Restricted to: Dark Side

Force Scream (Will) has DC 10 + attacker level + attacker Wisdom and Charisma modifiers + Force Focus, Affliction (Fortitude) has DC 20, Plague (Fortitude) has DC 100 and no saving throw can be made against Force Suppression or Breach, or (Advanced) Throw Lightsaber.

  • Stasis (Field) can also be countered by Immunity: Paralysis.
  • Affliction and Plague can also be countered by Immunity: Poison.
  • Force Scream's attribute penalties can also be countered by Immunity: Attribute Damage.

All except Force Suppression, Force Breach and (Advanced) Throw Lightsaber can also be countered by Force Resistance or Immunity.

Grenades[edit]

Grenade Damage Secondary DC Save
Poison Grenade Poison, 4 points every 3 seconds Duration: 30 seconds 25 Fortitude
CryoBan Grenade Cold, 20 points Paralyzation for 6 seconds 15 Reflex
Frag Grenade Piercing, 20 points
Ion Grenade Ion, 15 points (45 points vs. droids)
Plasma Grenade Heat, 36 points Horror for 3 seconds
Thermal Detonator Energy, 60 points Knockdown
Concussion Grenade Stun for 9 seconds 15 Will
Minor Sonic Detonator Sonic, 6 points -2 Dexterity for 30 seconds
Sonic Detonator Sonic, 12 points -4 Dexterity for 30 seconds
Sonic Grenade Sonic, 20 points -6 Dexterity for 30 seconds

Uncanny Dodge reduces grenade DCs by 2, while Uncanny Dodge 2 reduces them by 4. A successful saving throw halves damage (rounded down) and results in no secondary effect for all but Thermal Detonators.

  • Plasma Grenade Horror can also be countered by Force Immunity: Fear or Immunity: Stun, Fear, Horror.
  • Concussion Grenades can also be countered by Force Immunity: Stun or Immunity: Stun, Fear, Horror. Stun can be neutralized by Master Heal.
  • Sonic Detonator and Grenade Dexterity penalties can also be countered by Immunity: Attribute Damage.

Mines[edit]

Mines can be avoided if you or your party make a successful Awareness check to detect them, then move around them or use Demolitions to disable or recover them, or Stun, Disable or Destroy Droid to trigger Minor, Average or Strong mines respectively. Otherwise:

Mines Effect DC Save
Minor Average Strong Deadly Devastating
Gas Damage: Poison 15 25 25 30 100 Fortitude
Frag Damage: Piercing 15 20 25 30 35 Reflex
Plasma Damage: Energy
Sonic Damage: Sonic, Dexterity
Flash Stun for 9 seconds 15 15 15 15 15 Will

A successful saving throw results in no effect for gas and flash mines, and no Dexterity penalty for sonic mines, and halves damage of frag, plasma and sonic mines.

  • Sonic mine Dexterity penalties can also be countered by Immunity: Attribute Damage.

Any Devastating mines encountered are actually Deadly mines in all but name, and your main character only solos some areas containing Average mines.

On Hit[edit]

On Hit properties only take effect on a successful attack roll to a single target, but these effects can be reduced or even negated if a saving throw is equal to or greater than Difficulty Class (some can also be negated by Force Immunity or Immunity, removing the need for a saving throw).

On Hit Attribute Horror Knockdown Paralyze Poison Slowed Stun
Immunity Attribute Fear, Horror Paralysis Poison Stun
Save Reflex Fortitude Fortitude Reflex Fortitude Reflex Will

Attribute Damage[edit]

Targets hit have the affected attribute(s) reduced by 1 for 30 seconds unless they make a Reflex save at the DC. Attribute Damage stacks, but it can also be negated by Immunity: Attribute Damage, and it's a property of the following:

Attribute Damage Constitution
Source Description DC
Blaster pistols Dashade Sonic Blaster 18
Dashade Sonic Disruptor 22
Blaster rifles Combat Enforcer 10
Slavemaster Stun Carbine 14
Melee weapons Rodian Death Blade 10
Twi'lek Spinning Blade 18
Attribute Damage Strength
Source Description DC
Melee weapons Rodian Blade 14
Rodian Death Blade 14
Twi'lek Spinning Blade 18

Horror[edit]

Targets hit have 100% chance to be debilitated with fear for 3 seconds unless they make a Fortitude save at the DC. This effect can also be negated by Immunity: Stun, Fear, Horror or Force Immunity: Fear, and is a property of the following:

Droid Molten Cannon has Reflex Save: DC20 for half damage.

Knockdown[edit]

Targets hit are knocked down unless they make a Fortitude save at the DC. This is a property of the following:

Source Description DC
Upgrade items, lightsaber Level 15 Name Crystal Restricted to: Dark Side 10
Level 21 14
Level 27 18
Level 33 22
Crystal, Hurrikaine 18
Source Description DC
Rifle Charric 14
Saber Freedon Nadd's Short Lightsaber 14

Paralyze[edit]

Targets hit have a chance to be paralyzed unless they make a Reflex save at the DC. This effect can also be negated by Force Immunity or Immunity: Paralysis, and is a property of the following:

Source Description Chance DC Seconds
Failure Success
Special weapons Fire Suppression System Feats Required: Droid Upgrade Class 1 25% 10 6 0
Droid Carbonite Projector Feats Required: Droid Upgrade Class 2 100% 15 9 3
Droid Carbonite Emitter Feats Required: Droid Upgrade Class 3 100% 20 15 9

Poison[edit]

Targets hit suffer damage, weakness or both periodically over the duration unless a Fortitude save is made at the DC. Both damage and weakness can also be negated by Immunity: Poison or neutralized afterwards by an Antidote Kit or Improved or Master Heal, while damage can also be significantly reduced or even negated by Improved Toughness and Wookiee Toughness.

Damage Points Period Duration DC
Mild 3 (* 10) 3 s 30 s 15
Average 4 (* 10) 3 s 30 s 25
Virulent 5 (* 10) 3 s 30 s 30
Weakness Attributes Period Duration DC
Mild -1 (* 3) 12 s 36 s 15
Average -1 (* 6) 6 s 36 s 20
Virulent -1 (* 12) 6 s 72 s 100

A Droid Bio-Assault Spray can inflict On Hit: Poison, Virulent Damage, while a Droid Toxin Emitter can inflict On Hit: Poison, Virulent Damage and Weakness:

Poison Points Attributes Period Duration DC
Average 4 (* 6) -1 (* 6) 6 s 36 s 25
Virulent 5 (* 12) -1 (* 12) 6 s 72 s 100

On Hit: Poison, Average Damage and Weakness can be inflicted inside Nar Shaddaa's Jekk'Jekk Tarr. Rockets can only inflict poison damage:

Poison Points Period Duration DC
Rocket 5 (* 2) 6 s 12 s 25
Dart 10 (* 3) 6 s 18 s 25
Rocket Points Period Duration DC
Kyber Dart 25 (* 3) 6 s 18 s 25
12 (* 3) 100

Kyber Darts still inflict half damage if a save is made against DC 25, and only have no effect if a save is made against DC 100.

Slow[edit]

Targets hit have a chance to be slowed unless they make a Will save at the DC. This is a property of the following:

Upgrade items, ranged Chance Seconds DC
Pinpoint Scope Mark II 25% 6 14
Mark III 50%
Mark IV 9 18
Targeting Scope Mark I 25% 6 14
Mark II 9 14
Mark III 18
Mark IV 22
Special weapons Chance Seconds DC
Droid Repulsor Feats Required: Droid Upgrade Class 1 75% 9 15
Upgrade items, lightsaber Chance Seconds DC
Disrupting Emitter 25% 6 10
Crude Phobium Emitter 25% 6 14
Refined 50% 9 18
Level 15 Name Crystal Restricted to: Light Side 25% 6 10
Level 21 14
Level 27 18
Level 33 22

A Reflex save is made against a Droid Repulsor.

Stun[edit]

Targets hit have a chance to be stunned unless they make a Will save at the DC. This effect can also be negated by Immunity: Stun, Fear, Horror or Force Immunity: Fear, or neutralized by Master Heal, and is a property of the following:

Hands Chance Seconds DC
Gamorrean Power Feats Required: Armor Proficiency - Heavy Feats Required: Master Power Attack 25% 6 14
Upgrade items, ranged Chance Seconds DC
Crippling Scope Mark I 25% 6 10
Mark II 14
Mark III 18
Upgrade items, lightsaber Chance Seconds DC
Crystal, Bondar 25% 6 10
Advanced Disrupting Emitter 25% 6 10
Superior 9 14
Synthesized Phobium Emitter 25% 6 14
Alloy 9 18
Special weapons Chance Seconds DC
Droid Ion Blast Mark I 100% 12 10
Droid Ion Blast Mark II 14
Droid Ion Blast Mark III 18
Droid Neural Pacifier 100% 9 15
Droid Neural Scrambler 20

Special weapons[edit]

Damage is halved if a Fortitude or Reflex save is made at the DC.

Special weapon Damage DC
Blowtorch Feats Required: Droid Upgrade Class 1 Heat, 6 points 15
Advanced Blowtorch Feats Required: Droid Upgrade Class 1 Heat, 12 points 15
Droid Flame Thrower Feats Required: Droid Upgrade Class 1 Heat, 15 points 15
Droid Molten Cannon Feats Required: Droid Upgrade Class 2 Heat, 60 points 20
Droid Plasma Thrower Feats Required: Droid Upgrade Class 3 Ion, 60 points 20 + level
Special weapon Damage DC
Droid Shock Arm Useable By: T3-M4 Feats Required: Droid Upgrade Class 1 Electricity 5 + level
Fire Suppression System Feats Required: Droid Upgrade Class 1 Cold, 10 points 10
Droid Carbonite Projector Feats Required: Droid Upgrade Class 2 Cold, 20 points 15
Droid Carbonite Emitter Feats Required: Droid Upgrade Class 3 Cold, 40 points 20
Droid Multi-spectral Emitter Feats Required: Droid Upgrade Class 3 Energy, 100 pts 24 + level