Jump to content

Stats | Caps | SEA's | BE Clothing | Skills | Races | Stat Migration


eqsanctum
 Share

Recommended Posts

  • Administrators
eqsanctum

[glow=red]Stats, caps, and explanations of them[/glow]



 

[glow=green]Defenses[/glow]

  • There are 3 types of defenses in SWG.
  • Primary, Secondary and State defenses.
  • Primary and Secondary defenses max/cap at 125 when skills are combined with SEAs.
  • State defenses such as Dizzy, etc have no cap.

[glow=green]Cap Explanation[/glow]

The cap that applies to Primary and Secondary defenses (125) is not applied until after pre-ceeding combat calculations such as states and associated defenses take place, vs before where it was applied much earlier in previous publishes. For example, if you have Melee Defense of 155 through template skills and +25 from SEA max, and the combat minus on your primary defense is -20 from Intimidate, the number comes out to 180-20=160. This is then capped to 125 as the max. Before, the 125 max was applied before the calculation, greatly reducing the effect. Its much more intricate than that, but you get the idea.


[glow=green]Primary Defenses[/glow]

  • Melee and Ranged Defenses are primary defenses.
  • These defenses work regardless of what weapon a character is wielding.
  • These defenses are rolled against accuracy to see if an attack is successful.
  • Currently these defenses are capped at 125 as explained above. Only Chef food, Squad Leader and City bonuses can take these over the 125 cap**
     

[glow=green]Secondary Defenses[/glow]

  • Dodge, Counter Attack and Block are secondary defenses.
  • These defenses are weapon dependant.
  • Pistols and 1-handed melee weapons use dodge.
  • Carbines and 2-handed melee weapons use counter attack.
  • Rifles and Polearms use Block.
  • These defenses come into play if and only if the proper weapon is equipped and a hit is successful against the primary defenses.
  • These defenses do not block scatter hits, unarmed combos, bleeds or DOTs.
  • Currently these defenses are capped at 125.
  • Only Center of Being and Chef food bonuses can take these over the 125 cap.
  • Center of Being is a brawler skill that boosts secondary defenses. The bonus is directly added to the secondary defense.
  • CoB is also weapon dependant, meaning that if CoB is active for 2-handed Melee, it must be reapplied if you switch to a 1-handed Melee weapon.
  • Defense Accuity is a Teras Kasi skill.
  • Defense Accuity has a random chance to either Block, Dodge or Counterattack.

[glow=green]State Defenses[/glow]

  • Defense vs. xxx are state defenses.
  • State defenses are a roll against accuracy to see if a state is applied.
  • Each state skill then has an inherent chance to succeed upon a successful roll.
  • Currently all these defenses stack across professions, but have a 95% cap.
  • In other words, no matter how high your state defenses there is always a 5% chance that a succesful 'state hit' will be applied.
  • When a successful 'state hit' is applied, there is then a percent chance based on the skill for it to work.
  • Defense vs. Knockdown - 70+ in this skill is recommended for a noticeable difference. Thakitillo Chef food provides 80% defense for 10 minutes (Highly recommended for those lacking this defense.)
  • Defense vs. Posture Down - This defense is currently working. It is more difficult to achieve high defense in this skill. No Chef food exsists.
  • Defense vs. Dizzy - This defense is currently working. Dizzy is what makes Knock Down and Posture Down so dangerous. Any attempt to change posture, even if you are currently in that posture (i.e. hitting stand while standing) results in a chance for a person to fall down.
  • Defense vs. Blind - This defense is currently working. Blind significantly lowers an attackers accuracy. It is estimated at applying -50 accuracy.
  • Defense vs. Stun - This defense is currently working. Stun halves the attacker's damage and also lowers primary defenses by -50 defense.
  • Defense vs. Intimidate - This defense is currently working. Even at 90+ defense a novice brawler with no bonuses will land intimidate 50% of the time. Intimidate halves the attacker's damage, lowers state defenses and negates all secondary defenses.
  • Certain state defenses matter more than others and that certain states are harder to defend against than others.
  • It is important to note that because accuracy plays a role in determining the success of a defense it is much better to have 100 in one defense than 50 in two defenses.
  • A player with 75 melee, ranged and secondary defenses will be hit significantly more than a person with 0 melee and ranged defense but 125 secondary defense.
  • A person with 50 def vs. knockdown and 50 def vs. dizzy will be much easier to apply kd/dizzy to than a person with 0 defense vs. knockdown and 100 defense vs. dizzy.
  • Min/Maxing of skills is just that. Maxing what skills you choose to and minimizing wasted skill points.

[glow=green]Accuracy[/glow]

  • The higher your accuracy the better chance you have to hit something and applying a desired effect/state.
  • Accuracy should be maxed if possible, especially against targets with high defense.
  • It is important to understand that your posture, the target's posture, the target's defenses, intimidate on the target, stun on the target, blind state on the attacker, aim, range modifiers on the weapon and rate of movement of both you and the target severely affect accuracy.
  • Use all these to your advantage whether you are the attacker or the defender.

[glow=green]Speed[/glow]

  • Speed works on an exponential scale. It is a continous curve that is near constant at lower speed and then rises sharply as speed approaches 100.
  • Speed is capped at 1 second. Any attacks that appear faster are due to lag. Due to the speed formula any weapon can be used at 1 attack per second at 100 speed.
  • Due to inherent weapon speed and special attack delay modifiers, all weapons have a different cap which is below 100.
  • As you approach 100 speed, each bit of weapon speed significantly increases attack speed until you hit the one second cap (i.e. the difference between 75 speed and 85 speed is significantly lower than the difference between 85 speed and 95 speed when using a 5.4 speed Power Hammer with Head Hit 3 in 2-handed melee).

[glow=green]Damage[/glow]

  • Random HAM attacks are typically higher damaging attacks.
  • Targeted HAM attacks are typically lower damage but only hit one pool.
  • Your target, your special attack and the group you are attacking with all determine what is the best type of damage to deal when comparing Random HAM vs. Target HAM attacks.
  • Mind Damage vs. Health/Action Damage - Mind Damage is unhealable in SWG. The Mind stats are also the most difficult to buff. In PvE, the difference between attacking a targets mind vs attacking health or action is not real significant. The only exception is against certain NPCs that can heal themselves. In PvP, mind damage is king. Health and Action stats are often times 2-3x higher than mind stats. Given the reduced pool size, reduced regeneration and unhealable quality of mind, mind attacks are far more effective than health/action attacks in PvP.

[glow=green]Mitigation[/glow]

  • There are two types of mitigation in SWG, melee and ranged.
  • Mitigation reduces the difference between max and min damage on an attackers weapon.
  • Mitigation 1 is 20% reduction
  • Mitigation 2 is 40% reduction
  • Mitigation 3 is 60% reduction
  • Mitigation cannot be stacked.
  • Mitigation is always in effect regardless of the weapon you are using.
  • Your highest level of mitigation will always be used. A person with Ranged Mitigation 1 from Carbine, Ranged Mitigation 3 from Rifle, Melee Mitigation 2 from TK and Melee Mitigation 3 from Fencer will always have Ranged Mitigation 3 and Melee Mitigation 3.

[glow=green]Armor[/glow]

  • For 99% of PvE Kinetic Ubese is all you will ever need.
  • For 99% of PvP High Stun/Base Resists Helm and Chest with the rest average resists is all you need.
  • You also for complete effectiveness only need to wear 4 pieces of armor where applicable per slot.
  • The four slots are head/body/limb/leg.
  • Limbs are your shoulders,wrists and hands.
  • Legs are your legs and feet.
  • A complete 4 hit box covered set of armor would be one piece of limb gear, one head piece, one body piece and one leg piece.

 

[glow=green]Armor Piercing/Armor Rating[/glow]

  • AP/AR levels are degrees of armor peircing or defense greater than standard (AP0).
  • AP/AR ratings work in degrees of 25%.
  • AP1 weapons do 25% greater base damage, whereas AR1(light) armor mitigates a 25% base damage reduction from a AP0 weapon/attack.
  • If an AP3 weapon(heavy) attacked light(AR1) armor, it would equal an AP2 attack(medium).
  • AP3Weapon-AP1Armor=AP2Attack....as well as AP1Attack-AR3Armor=AP-2Attack(-medium)...the second example would equal a 50% reduction in weapon damage

Link to comment
Share on other sites

  • 3 weeks later...
  • Administrators
eqsanctum

[glow=red]How fast am I going?[/glow]



[glow=green]Vehicles[/glow]

  • 1260 (fast), 630 (slow): Forcerun2 + Sprint
  • 1100 (fast), 550 (slow): Forcerun3
  • 1000 (fast), 500 (slow): AV-21, Speederbike Swoop
  • 882 (fast), 440 (slow): Speederbike, Flashspeeder, Forcerun2
  • 765 (fast), 383 (slow): X34, XP-38, V-35, AB-1 Landspeeders
  • 647 (fast), 323 (slow): X31 Landspeeder, Forcerun1

[glow=green]Mounts, and People Galloping[/glow]

  • 679: Carrion Spat, Kaadu, Varactyl
  • 620: Cu pa
  • 576: Bol, Dewback
  • 556: Person (burst run)
  • 531: Bantha
  • 528: Person With Ranged Weapon (burst run)
  • 502: Brackaset, Falumpaset, Humbaba

[glow=green]Mounts, and People Running[/glow]

  • 501: Varactyl
  • 443: Bol, Brackaset, Carrion Spat, Dewback, Falumpaset, Humbaba, Kaadu
  • 412: Bantha
  • 402: Cu pa
  • 318: Person
  • 285: Person With Ranged Weapon

[glow=green]Mounts, and People Walking[/glow]

  • 317: Varactyl
  • 146: Carrion Spat, Kaadu
  • 100: Brackaset, Falumpaset, Humbaba
  • 91: Person
  • 82: Person With Ranged Weapon
  • 81: Cu pa
  • 56: Bol, Dewback
  • 46: Bantha

Link to comment
Share on other sites

  • Administrators
eqsanctum

[glow=red]List of drops, BE applicable clothing, and what works[/glow]


[glow=green]A[/glow]

  • Additional Pets: [3] [sEA +25] (10 = 1. However this SEA does not work)

    Advanced Assembly: [100] [sEA +25] [ithorian +10]

    Advanced Component Experimentation: [100] [sEA +25]

    Alertness: [20] [sEA +25] [Mon Calamari +10]

    Anti-Shock: [5] [sEA +0] [Zabrak +5]

    Armor Assembly: [100] [sEA +25]

    Armor Customization: [255] [sEA +0]

    Armor Experimentation: [100] [sEA +25]

    Armor Repair: [35] [sEA +25]

    Artisan Assembly: [100] [sEA +25]

    Artisan Experimentation: [100] [sEA +25] [Human +15]

 

[glow=green]B[/glow]

  • Battle Fatigue Healing (Dancing): [100] [sEA +25] [Twi'lek +15]

    Battle Fatigue Healing (Music): [100] [sEA +25] [Twi'Lek +5]

    Berserk: [20] [sEA +25]

    Bio-Engineer Assembly: [100] [sEA +25]

    Bio-Engineer Experimentation: [100] [sEA +25]

    Bleeding Resistance: [0] [sEA +25] [Food: Blood Chowder]

    Block: [125] [sEA +25] [Drink: Vayerbok Drink] (This skill caps at 125 total, however Center of Being and Drink can take it higher.)

    Bodyform: [9] [sEA +0]

    Booster Assembly: [100] [sEA+25] [sullustan +10]

    Booster Experimentation: [150] [sEA +25]

    Bounty Mission Difficulty: [3] [sEA +0]

    Burst Run Efficiency: [80] [sEA +25] [squad Leader +60]

 

[glow=green]C[/glow]

  • Camouflage: [100] [sEA +25] [bothan +15] [Food: Terrata]

    Camping: [105] [sEA +0]

    Carbine Accuracy: [200] [sEA +25]

    Carbine Accuracy While Moving: [30] [sEA +25]

    Carbine Aiming: [25] [sEA +25]

    Carbine Speed: [100] [sEA +25] (This skill caps at 100, no reason to go over 100)

    Chassis Assembly: [100] [sEA +25] [ithorian +10]

    Chassis Experimentation: [100] [sEA +25]

    Chassis/Armor Reverse Engineering: [10] [sEA +0]

    Clothing Assembly: [100] [sEA +25]

    Clothing Customization: [255] [sEA +0]

    Clothing Experimentation: [100] [sEA +25]

    Clothing Repair: [0] [sEA +25]

    Combat Bleeding Defense: [0] [sEA +25] [bE Clothing]

    Combat Equilibrium: [85] [sEA +0]

    Combat Medic Effectiveness: [100] [sEA +25]

    Combat Medic Healing Range: [0] [sEA +25]

    Combat Medic Ranged Injury Treatment Speed: [0] [sEA +25]

    Combat Medicine Assembly: [100] [sEA +25]

    Combat Medicine Experimentation: [100] [sEA +25]

    Combat Medicine Use: [100] [sEA +25] (This SEA does not work)

    Counterattack: [125] [sEA +25] (This skill caps at 125 total, however Center of Being and Drink can take it higher.)

    Cover: [80] [sEA +25] [bothan +10]

    Crafting Technique: [4] [sEA +0]

    Creature Harvesting: [105] +25] [Trandoshan/Sullustan +10] [Food: Veghash]

    Creature Knowledge: [105] [sEA +0]

    Creature To-Hit Bonus: [25] [sEA +0] [Drink: Gralinyn Juice]

 

[glow=green]D[/glow]

  • Dance Knowledge: [100] [sEA +0]

    Dancing Mind Enhancement: [100] [sEA +25]

    Defense Reverse Engineering: [10] [sEA +0]

    Defense vs Blind: [125] [sEA +25] [Rodian +15] [Drink: Veronian Berry Wine]

    Defense vs Dizzy: [125] [sEA +25] [ithorian/Zabrak +10] [Drink: Ithorian Mist]

    Defense vs Intimidate: [65] [sEA +25] [Zabrak +10] [Drink: Deuterium Pyro]

    Defense vs Knockdown: [125] [sEA +25] [Drink: Correlian Brandy] Food:Thakitillo]

    Defense vs Posture Change (Down): [125] [sEA +25]

    Defense vs Posture Change (Up): [30] [sEA +25]

    Defense vs Stun: [125] [sEA +25] [ithorian/Zabrak +10] [Drink: Durindfire]

    Defensive Acuity: [96] [sEA +0]

    Disease Resist: [0] [sEA +25] [Food: Cho-Nor-Hoola]

    DNA Harvesting: [100] [sEA +0]

    Dodge: [125] [sEA +25] [Food: Air Cake, Pikatta Pie, Deneelian Fizz Pudding] (This skill caps at 125 total, however Center of Being and Food can take it higher.)

    Double-Bladed Lightsaber Accuracy: [100] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Double-Bladed Lightsaber Speed: [85] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Droid Assembly: [100] [sEA +25]

    Droid Complexity: [100] [sEA +25]

    Droid Customization: [64] [sEA +25]

    Droid Experimentation: [100] [sEA +25]

    Droid Precision: [130] [sEA +25]

    Droid Speed: [90] [sEA +25]

    Droid Tracking Speed: [80] [sEA +25]

 

[glow=green]E[/glow]

  • Engine Assembly: [100] [sEA +25] [sullustan +10]

    Engine Experimentation: [150] [sEA +25]

    Enhanced Melee Accuracy: [12] [sEA +0]

    Enhanced Melee Speed: [12] [sEA +0]

    Enhanced Ranged Accuracy: [12] [sEA +0]

    Enhanced Ranged Speed: [12] [sEA +0]

 

[glow=green]F[/glow]

  • Face-Form: [12] [sEA +0]

    Feign Death: [70] [sEA +0]

    Fire Resist: [0] [sEA +25] [+Trimpian Food]

    Flamethrower Accuracy: [110] [sEA +25]

    Flamethrower Speed: [45] [sEA +25]

    Food Assembly: [100] [sEA +25]

    Food Experimentation: [100] [sEA +25]

    Foraging: [105] [sEA +25]

    Force Assembly: [100] +[sEA +0]

    Force Choke: [5] [sEA +0] (This is a post CU SEA, some servers may carry them)

    Force Defense: [50] [sEA +0] (This is a post CU SEA, some servers may carry them)

    Force Experimentation: [20] [sEA +0]

    Force Intimidate Accuracy: [75] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Force Knockdown Accuracy: [90] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Force Lightning Accuracy: [110] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Force Force Power Max: [6750] [sEA +0] (This is a post CU SEA, some servers may carry them)

    Force Power Regeneration: [68] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Force Vehicular Acceleration: [3] [sEA +0]

    Force Vehicular Control: [20] [sEA +0]

    Force Weaken Accuracy: [75] [sEA +0] (This is a post CU SEA, some servers may carry them)

 

[glow=green]G[/glow]

  • General Ranged Aiming: [30] [sEA +25]

    Grenade Assembly: [0] [sEA +25]

    Grenade Experimentation: [0] [sEA +25]

    Group Burst Run Efficiency: [60] [sEA +25]

    Group Melee Defense: [30] [sEA +25]

    Group Ranged Defense: [30] [sEA +25]

    Group Terrain Negotiation: [60] [sEA +25]

 

[glow=green]H[/glow]

  • Hair Styling: [12] [sEA +0]

    Healing Range: [100] [sEA +25]

    Heavy Acid Beam Accuracy: [50] [sEA +0]

    Heavy Acid Beam Speed: [50] [sEA +0]

    Heavy Acid Rifle Accuracy: [110] [sEA +25]

    Heavy Acid Rifle Speed: [45] [sEA +25]

    Heavy Lightning Beam Accuracy: [40] [sEA +25]

    Heavy Lightning Beam Speed: [40] [sEA +25]

    Heavy Particle Beam Accuracy: [70] [sEA +25]

    Heavy Particle Beam Speed: [70] [sEA +25]

    Heavy Rocket Launcher Accuracy: [100] [sEA +25]

    Heavy Rocket Launcher Speed: [60] [sEA +25]

    Heavy Weapon Accuracy: [0] [sEA +25] (These Tapes affect all of the commando/BH heavy weaponry)

    Heavy Weapon Speed: [0] [sEA +25] (These Tapes affect all of the commando/BH heavy weaponry)

    Hiring: [100] [sEA +0]

 

[glow=green]I[/glow]

  • Injury Treament: [110] [sEA +25]

    Injury Treatment Speed: [75] [sEA +25]

    Intimidation: [20] [sEA +25]

 

[glow=green]J[/glow]

  • Jedi State Defense: [35] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Jedi Toughness: [30] [sEA +25] (This is a post CU SEA, some servers may carry them)

 

[glow=green]L[/glow]

  • Lightsaber Toughness: [60] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Lightsaber Experimentation: [100] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Lightsaber Assembly: [100] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Lightsaber Block: [70] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Light Lightning Cannon Accuracy: [70] [sEA +25]

    Light Lightning Cannon Speed: [60] [sEA +25]

    Language Comprehension: [100] [sEA +0]

    Luck: [4] [sEA +0]

 

[glow=green]M[/glow]

  • Marking Design: [9] [sEA +0]

    Mask Scent: [105] [sEA +0] [Drink: Jawa Beer]

    Max Level of Pets: [70] [sEA +25]

    Medical Foraging: [100] [sEA +25]

    Medical Assembly: [100] [sEA +25]

    Medicine Experimentation: [100] [sEA +25]

    Medicine Use: [100] [sEA +25] (This SEA does not work.)

    Meditate: [100] [sEA +0]

    Melee Defense (Jedi-Grey 54 | Jedi-Reb/Imp 60 ): [125] [sEA +25] [ithorian/Trandoshan +10] [squad Leader +30] [Food: Vegeparsine]

    Mind Blast Accuracy (Jedi-All): [90] [sEA +25]

    Music Knowledge: [100] [sEA +0]

    Musical Mind Enhancement: [100] [sEA +25]

[glow=green]O[/glow]

  • One-Handed Lightsaber Accuracy: [110] [sEA +25] (This is a post CU SEA, some servers may carry them)

    One-Handed Lightsaber Speed: [100] [sEA +25] (This is a post CU SEA, some servers may carry them)

    One-Handed Melee Center Of Being Duration: [36] [sEA +0]

    One-Handed Melee Center Of Being Efficacy: [125] [sEA +0]

    One-Handed Melee Damage: [+25] [sEA +25] (This SEA never worked but still dropped.)

    One-Handed Melee Toughness: [37] [sEA +0]

    One-Handed Weapon Accuracy: [155] [sEA +25] [Rodian +10]

    One-Handed Weapon Speed: [100] [sEA +25] (This skill caps at 100, there's no reason to go over 100.)

 

[glow=green]P[/glow]

  • Persuasion: [20] [sEA +0]

    Pistol Accuracy: [165] [sEA +25]

    Pistol Accuracy While Moving: [30] [sEA +25]

    Pistol Accuracy While Standing: [15] [sEA +25]

    Pistol Aiming: [16] [sEA +25]

    Pistol Speed: [100] [sEA +25] (This skill caps at 100, there's no reason to go over 100.)

    Poison Resist: [0] [sEA +25] [Food: Cho-Nor-Hoola]

    Polearm Accuracy: [155] [sEA +25]

    Polearm Center Of Being Duration: [35] [sEA +0]

    Polearm Center Of Being Efficacy: [125] [sEA +0]

    Polearm Damage: [0] [sEA +25] (This SEA never worked but still dropped.)

    Polearm Speed: [100] [sEA +25] (This skill caps at 100, there's no reason to go over 100.)

    Polearm Toughness: [31] [sEA +0]

    Power Systems: [100] [sEA +25] [ithorian +10]

    Power Systems Experimentation: [100] [sEA +25]

    Propulsion Reverse Engineering: [10] [sEA +0]

[glow=green]R[/glow]

  • Ranged Defense: [125] [sEA +25] [squad Leader +30] [Drink: Elshandruu Pica Thundercloud]

    Ranged Injury Treatment Speed: [100] [sEA +25] (This skill caps at 100, there's no reason to go over 100.)

    Rescue: [50] [sEA +25] [Wookiee +10]

    Rifle Accuracy: [170] [sEA +25]

    Rifle Accuracy While Moving: [10] [sEA +25]

    Rifle Aiming: [100] [sEA +25]

    Rifle Concealment Chance: [100] [sEA +0]

    Rifle Speed: [95] [sEA +25] (This skill caps at 100, there's no reason to go over 100.)

 

[glow=green]S[/glow]

  • Shield Assembly: [100] [sEA +25] [ithorian+10]

    Shield Experimentation: [100] [sEA +25]

    Shop Sign Options: [4] [sEA +0]

    Spice Assembly: [100] [sEA +0]

    Spice Experimentation: [100] [sEA +0]

    Steady Aim Bonus: [10] [sEA +25]

    Stored Pets: [20] [sEA +25] (10 points = 1. This SEA was nerfed so it doesn't work butt still drops.)

    Structure Assembly: [100] [sEA +25] [Mon Calamari +110]

    Structure Experimentation: [100] [sEA +25]

    Surveying: [120] [sEA +25] [Food: Chanddad] (The maximum range at which an Artisan can survey is supposed to be limited to a value of 100, with any value over returning larger sample sizes only. However, on some servers it increases range to 1024m and larger samples)

    Systems Reverse Engineering: [10] [sEA +0]

 

[glow=green]T[/glow]

  • Taking Cover: [0] [sEA +25] (This SEA never worked but still dropped.)

    Taming Vicious Creatures: [50] [sEA +25] [bE Clothing +25]

    Taming Wild Creatures: [90] [sEA +25] [bE Clothing +25] [ithorian/Wookiee +10]

    Taunt: [40] [sEA +25]

    Terrain Negotiation: [100] [sEA +25] [squad Leader +60] [Food: Travel Biscuits] (This SEA has a two-fold effect. From 0-50 increases your ability to move over rough terrain and from 50-100 increases your ability to move fast while prone and look goofy doing it.)

    Thrown Weapon Accuracy: [85] [sEA +25]

    Thrown Weapon Speed: [40] [sEA +25]

    Tracking Droid Effectiveness: [100] [sEA +25]

    Tracking Droids: [12] [sEA +25] (10 points = 1 droid. However like additional pets this tape does not work)

    Trapping: [105] [sEA +0] [sullustan/Wookiee +10] [Food: Dweezl]

    Two-Handed Lightsaber Accuracy: [110] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Two-Handed Lightsaber Speed: [100] [sEA +25] (This is a post CU SEA, some servers may carry them)

    Two-Handed Melee Accuracy: [135] [sEA +25] [Rodian +10]

    Two-Handed Melee Center Of Being Duration: [36] [sEA +0]

    Two-Handed Melee Center Of Being Efficacy: [130] [sEA +0]

    Two-Handed Melee Damage: [0] [sEA +25] (This SEA never worked but still dropped.)

    Two-Handed Melee Speed: [100] [sEA +25] (This skill caps at 100, there's no reason to go over 100.)

    Two-Handed Toughness: [48] [sEA +0]

 

[glow=green]U[/glow]

  • Unarmed Accuracy: [210] [sEA +25] [Trandoshan +10]

    Unarmed Center Of Being Duration: [30] [sEA +0]

    Unarmed Center Of Being Efficacy: [115] [sEA +0]

    Unarmed Damage: [250] [sEA +25] [Trandoshan +15] [Food: Rakririan Burnout Sauce]

    Unarmed Speed: [120] [sEA +25] [Trandoshan +5] (This skill caps at 100, there's no reason to go over 100.)

    Unarmed Toughness: [62] [sEA +0]

 

[glow=green]V[/glow]

  • Vendor Item Limit: [4000] [sEA +0]

    Vendors: [12] [sEA +0]

    Volley Fire Bonus: [10] [sEA +25]

 

[glow=green]W[/glow]

  • Warcry: [20] [sEA +25] [Wookiee +10]

    Weapon Assembly: [100] [sEA +25] [Rodian/Mon Calamari +10]

    Weapon Experimentation: [100] [sEA +25]

    Weapon Repair: [35] [sEA +25]

    Weapon Systems: [100] [sEA +25] [sullustan +10]

    Weapon Systems Experimentation: [150] [sEA +25]

    Wound Healing (Dancing): [95] [sEA +25] [bE Clothing +25] [Twi'Lek +15] [Food: Carmelized Pkneb]

    Wound Healing (Music): [95] [sEA +25] [bE Clothing +25] [Twi'Lek +5 ] [Drink: Correlian Ale]

    Wound Treatment: [100] [sEA +25] [bE Clothing +25] [Food: Bivoli Tempari]

    Wound Treatment Speed: [100] [sEA +25]

Link to comment
Share on other sites

  • Administrators
eqsanctum

[glow=red]How to use SEA's (CA/AA)[/glow]



[glow=green]How tapes work and how to use them[/glow]

 

  • Skill tapes go into clothes that have sockets
  • Armor attachments go into armor that have sockets (including ubese shirts and mabari belts)
  • They are applied by dragging and dropping the SEA onto the socketed item, if the SEA isn't blank, will fill up one socket
  • Maximum number of sockets on an item is 4
  • Sockets on backpacks don't work currently
  • Skill tapes are ONLY lootable, they are not craftable, however Bio-Engineers CAN craft certain skill mods with clothing tissue
  • There is no maximum of stat modifiers for a piece of clothing including stat modifiers from Bio-Engineered tissues added into clothes items at creation
  • You can only get one skill stat bonus from a tape to stick
  • Stat mods do not stack, you do not get benefit from putting additional tapes with the same type of stat mod on a single item of clothing
  • If you place a single stat mod tape on a piece of clothing with a higher stat mod of the same type as one that's is already on the item, the higher number will stick and you'll lose a socket
  • When placing an attachment with 2 or more stats, the highest value stats will be added, order of which the stats are listed does not matter
  • In the case of a higher negative numbered mod than positive mod(s), the highest positive number will stick
  • When placing an attachment with 2 or more stat mods and there are 2 or more stat mods tied for the highest numerical value, the stat mod that is listed LAST (currently listed last until the bug is fixed) will be the only one applied, regardless of alphabetical order.
  • Clothes with stat mods that drop to 0 condition, still allow the stat mods to work
  • Maximum stat mod you can get from a set of clothing (or armor) is +25
  • If a tape has multiple stats on it and you want one that has a lower value than the highest listed stat mod first place on the desired clothes item, a stat mod of the same type and value (or greater) as the less desirable yet higher number stat mod

Types of socketed clothes items that a human male can wear that would allow for the maximum number of skill stat enhanced pieces are hat, belt, bandolier (can't wear a backpack with this), shirt, jacket/duster/cloak/robe(belts with these look like a hula hoop surrounding you), pants, gloves (short gloves as longer gloves don't allow for wearing a jacket), boots, so a maximum of 8 pieces with with 4 sockets each for skill tapes. Armor for a human male, composite armor with nine pieces, a mabari armored belt, a ubese armored shirt, a ubese bandolier, allows for 12 pieces with 4 sockets each for armor attachments.



 

[glow=green]How to maximize sockets[/glow]


Well, Lets just count how many items are socketable & able to be worn at the same time:

(Note: Pants cannot be worn under Leggings)

  • Helm
  • Chest Armor
  • Leggings
  • Boots
  • Gloves
  • Left Bicep
  • Right Bicep
  • Right Forearm
  • Left Forearm
  • Shirt
  • Belt
  • Bandolier or Backpack


Total: 48 Sockets on You Maximum

Link to comment
Share on other sites

  • Administrators
eqsanctum

[glow=red]A Complete List of Stat adjusting Foods.[/glow]

Foods in List are based on base crafting stats


[glow=green]OFFENSE MODIFIERS[/glow]

[td]Name[/td] [td]Food | Drink[/td] [td]Mod Type[/td] [td]Modifier[/td] [td]Duration[/td] [td]Filling[/td]
[td]Crispic[/td] [td]Food[/td] [td]Attack Accuracy[/td] [td]+10-18[/td] [td]9-18m[/td] [td]17-10[/td]
[td]Citros Snow Cake[/td] [td]Food[/td] [td]Attack Accuracy[/td] [td]+15-25[/td] [td]16-32m[/td] [td]29-19[/td]
[td]Gralinyn Juice[/td] [td]Drink[/td] [td]Creature to-hit bonus[/td] [td]+7.5-11.5,[/td] [td]12-25m[/td] [td]29-19[/td]
[td]Rakririan Burnout Sauce[/td] [td]Food[/td] [td]Unarmed Damage[/td] [td]+7.5-12.5[/td] [td]12-26m[/td] [td]30-16[/td]

 


DEFENSE MODIFIERS

Vayerbok - {D} Block Bonus +7.5-12, 12-22m, 24-?

Exo Protein Wafer - {F} Damage Reduction 10-18%, 10-25 attacks, 5-4

Synthsteak - {F} Damage Reduction +17-31%, 22-50 Attacks, 29-20

Flameout - {D} Damage Reduction 70-100%, 3-6 Attacks, 72-43

Dustcrepe - {F} DoT Time Reduction -11-18s, instant, 29-20

Air Cake - {F} Dodge Bonus +15-25, 12-23m, 11-7

Pikatta Pie - {F} Dodge Bonus +16-19, 16-32m, 29-19

Deneelian Fizz Pudding - {F} Dodge Bonus +30-45, 1-2m, 75-50

Deuterium Pyro - {D} Defense vs. Intimidate +7.5-12.5, 12-22m, 17

Correlian Brandy - {D} Defense vs. Knockdown +7-14, 12-32m, 16

Thakitillo - {F} Defense vs. Knockdown +30-50, 9-18m, 47-33

Durindfire - {D} Defense vs. Stun +7.5-11.5, 12-22m, 17-10

Ithorian Mist - {D} Defense vs. Dizzy +7.5-12.5, 12-23m, 17

Veronian Berry Wine - {D} Defense vs. Blind +7.5-12.5, 12-22m, 17

Blood Chowder - {F} Bleed Resist +10-20, 20-38m, 17

Cho-Nor-Hoola - {F} Disease/Poison Resist +10-20, 20-40m, 17

Trimpian - {F} Fire Resist +14-26%, 20-40m, 18-10

Vegeparsine - {F} Melee Defense +7.5-12.5, 13-20m, 29-19

Elshandruu Pica Thundercloud - {D} Ranged Defense +7-14, 12-24m, 17


SCOUTING MODIFIERS

Travel Biscuits - {F} Terrain Negotiation +8-12, 12-25m, 11-7

Jawa Beer - {D} Mask Scent +7-12, 12-24m, 24-14

Almond Kwavuu Crisp Munchies - {F} Taming +7.5-10, 12-23m, 23-20

Dweezl - {F} Trapping +7.5-12, 12-25m, 17

Veghash - {F} Creature Harvesting +11-18, 9-18m, 16-13

Terrata - {F} Camoflage +7-12, 12-25m, 31-16


MEDICAL MODIFIERS

Ruby Bliel - {D} Heal Recovery Reduction -20-35s, 12-22 heals, 22-18

Havla - {F} Heal Recovery Reduction -38-60s, 18-23 Heals, 35-25

Starshine Surprise - {D} Incap Recovery Reduction 21-36s, Next Incap, 36-21

Cavaellian Creams - {F} Incap Recovery Reduction 44-72s, Next Incap, 29-19

Gorrnar - {F} Wound reduction when cloning 10-25%, Next Clone, 35-?

Bivoli Tempari - {F} Wound Treatment +7.5-11.8, 12-24m, 29-19


ENTERTAINER MODIFIERS

Carmelized Pkneb - {F} wound healing (dancing) +7.5-12, 12-24m, 17-10

Correlian Ale - {D} wound healing (music) +7.5-12, 12-23m, 17-10

T'ssolok - {D} Entertainer Buff Time Reduction +15-24%, 6-12m, 46-32


ARTISAN MODIFIERS

Bespin Port - {D} Increased Experiment Success +3-12%, 1 Experiment, 23

Chandad - {F} Surveying +7.5-11.7, 12-22m, 17

Pyollian Cake - {F} Assembly Roll Increased +5-10%, Next Asembly, 17-?


RACIAL MODIFIERS

Jaar - {D} Bonus to next Wookiee Roar +20-30, Next Roar, 11-7

Karkan Ribenes - {F} Trandoshan Regeneration Bonus +50-90, Next Regen, 3-2


GENERAL MODIFIERS

K-18 Rations - {F} BurstRun HAM Reduction -20-30, Recovery Decrease, 15-30s, 18-10

Parwan Nutricake - {F} BurstRun HAM Reduction 48-88, Recovery Decrease, 39-55s, 29-?

T'illa T'ill - {D} Aids Digestion 11-19%, Instant, 90-60

Smuggler's Delight - {F} Reduce Spice Downtime 31-49%, Next Downer, 30-10

Ormachek - {F} Increase XP Gain (Non-Crafting) 3-6%, 10-25 attempts, 88-60



In the following sections there will be foods that have multiple stat attributes so they were placed in as many categories as they apply to.

Some foods will also adjust your secondary stats (such as Strength, Con, Quickness, Stam, Focus & Willpower) as well, but not all of them do, so please use the Guide accordingly.



For this section, The Health will come first - The Strength will come second - The Constitution will come third - The Duration will come Fourth - The Filling will be Last.


HEALTH ENHANCEMENT

Blap Biscuit - {F} Pet only +550-875, 30-60m, 24-10

Bofa Treat - {F} +35-60, 30-60m, 11-7

Breath of Heaven* - {D} +344-668, 6-11.5m, 71-47

Garrmorl - {D} +150-250, +150-250, +150-250, 30-60m, 55-30

Gruuvan Shaal - {F} +150-250, 30-60m, 36-25

Kanali Wafers - {F} +37-58, 37-77m, 17-10

Sweesonberry Rolls - {F} Pet only* +375-675, 30-60m, 23

Vercupti of Agazza Boleruuee* - {F} +375-600, 6-12m, 70-50

Won-Won - {F} +225-350, 375-625, 6-10m, 39



For this section, The Action will come First - The Quickness will come Second - The Stamina will come Third - The Duration will come Fourth - The Filling will be Last.



ACTION ENHANCEMENT

Accarragm - {D} +110-310, +110-310, +110-310, 30-60m, 52-39

Blob Candy - {F} +35-60, 30-90m, 11-7

Breath of Heaven* - {D} +344-668, 6-11.5m, 71-47

Kiwik Clusjo Swirl - {F} 225-375, 225-375, 8-14.5m, 41-28

Pastebread - {F} Pet only +500-1600, 30-60m, 23

Scrimpi - {F} +150-240, 30-60m, 36-25

Sweesonberry Rolls* - {F} Pet only +375-625, 30-60m, 23

Teltier Noodles - {F} +37-60, 35-75m, 17-10

Vercupti of Agazza Boleruuee* - {F} +375-600, 6-12m, 70-50


MIND ENHANCEMENT

Ahrisa - {F} +150-250, 30-60m, 36-25

Aitha [heal] - {D} 110-180, instant, 18-11

Blue Milk [heal] - {D} 295-495, instant, 35-25

Spiced Tea - {D} +35-60, 30-60m , 9-5

Breath of Heaven* - {D} +344-668, 6-11.5m, 71-47

Caf - {D} +37-60, 43m, 16-14

Felbar - {F} Pet only +675-1250, 30-60m, 23-?

Sweesonberry Rolls* - {F} Pet only +375-626, 30-60m 23

Vagnerian Canape - {F} +255-375, +255-375, 8-17m 41-27

Vasarian Brandy - {D} +110-200, +110-200, +110-200, 30-60m, 55-33

Vercupti of Agazza Boleruuee* - {F} +375-600, 6-12m, 70-50

Mandalorian Wine - +375-600 Con/Stam/Willpower, 6-12m, 71-47



* means more then one type of HAM stat is effected.

{F} means the listed item is a FOOD.

{D} means the listed item is a Drink.

Pet only means just that, an enhancement item valid strictly for pet use only.





A Complete List of Spices, too.



Note that all spices have a "downer" after their duration. (unless you have some Smuggler's Delight handy.)


Grey Gabak- Focus +500, 500s

Scramjet- Strength +300, 700s

Shadowpaw- Action/Quickness +250, Strength +100, 600s

Yarrock- Mind +200, Focus/Willpower +100, 600s

Giggledust- Action/Quickness +300, Focus +100, 600s

Sweetblossom- Health +100, Constitution +600, Action/Quickness 100, Focus 200, 600s

Zypolene Droid Lubricant- Health/Strength/Constitution +250, 600s

Pyrepenol- Strength +300, Quickness +100, Focus +50, 600s

Sedative H4b- Health +400, Constitution +300, Mind/Focus +100, 600s

Crash 'N Burn- Mind +400, Focus +200, Action/Constitution +200, 600s

Gunjack- Strength +500, Quickness +200, Focus +100, 600s

Thruster Head- Mind +600, Focus +200, 400s

Booster Blue- Action/Quickness +400, 600s

Muon Gold- Mind/Focus/Will +500, 600s

Neutron Pixie- Health +1000, Strength/Constitution +200, Action +500, Quickness/Stamina +50, 800s

Link to comment
Share on other sites

  • Administrators
eqsanctum

Spices are portable buffs crafted by Smugglers that can be used on demand. When consumed like a food item, they enhance multiple stats for a specific time, followed by a brief downer period. The buff lasts for usually 5-10 minutes, and the downer will last up to 2 minutes. Spices do not stack with themselves, but they do stack with all food and drink while not affecting your fullness.


Why use spice? Spice gives that little extra kick to help in a difficult battle, being used as a quick stim, or to combat a deficiency highlighted by your encumbrance values. At a critical time, they can be used to improve certain stats that improve regeneration rates of the HAM bars, reduce encumbrance effects, or even increase the HAM bars themselves. They are best used when about to engage a difficult NPC or just before battle in a PVP environment. Beware the downer effect. Whatever stats are boosted by the spice, will see a reduction by the same amount when the spice wears off. For example, if the spice gives +400 health, then when it wears off, it will cause a -400 health effect during the downer effect period before returning to normal after the downer. The stronger the spice, the stronger the downer effect. It is important to be sure that you are out of combat when the effect takes place as you cannot counter the downer effect with more spice.


When picking spices to be used, keep in mind your primary and secondary stat needs: Does your character use a great deal of the mind pool (like medics) or does it tend to burn the action pool (most ranged fighters)? There are spices that help all manner of fighters to boost HAM recovery or reduce encumbrance effects. This boost can be the difference between life and death in a major fight.


The following is a list of spices and their effects.


Grey Gabaki - +500 focus, 500 seconds


Scramjet - +300 strength, 700 seconds


Shadowpaw - -100 strength, +250 action, +250 quickness, 600s


Giggledust - +300 action, +300 quickness, -100 focus, 600s


Sweetblossum - +100 health, +600 constitution, -100 action, -100 quickness, -200 focus, 600s


Yarrock - +200 mind, +100 focus, +100 willpower, 600s


Pyrepenol - +300 strength, -100 quickness, -50 focus, 600s


Sedative h4B - +400 health, +300 consitution, -100 mind, -100 focus, 600s


Zyopolene Droid Lubricant - +250 health, +250 strength, +250 constitution, 600s


Crash and Burn - -200 action, -200 quick, +400 mind, +200 focus, 600s


Gunjack - +500 strength, -200 quickness, -100 focus, 600s


Thrusterhead - +600 mind, +200 focus, 400s


Booster Blue- +400 action, +400 quickness, 600s


Muon Gold - +500 mind, +500 focus, +500 willpower, 600s


Neutron Pixie - +1000 health, +200 strength, +200 Constitution, +500 action, +50 quickness, +50 stamina, 800s


Know your stats!!! If your character sheet is not customized with foods and image designer stat reassignments, the downer effect can have a lethal effect, especially on the stronger spices.


Summary Spices are your friend. If used right they can be very useful. The important thing to remember is that there are more spices than Muon and Neutron and that really all of them have a use. Be creative and try some of them. Know how they work and you will be better prepared.

Link to comment
Share on other sites

  • Administrators
eqsanctum

Mysteries of Stats and Stat Migration

From the time you create your character you are immediately given the opportunity to change your stats and secondary pools. If you're like many, myself included you were so interested in jumping in-game that you only really paid attention to the primary stats and got a general idea of what they were about and made a decision as to what you would like them to be at. As the game progressed you learned a little more and wanted to change them. This article will help you understand what the stats do and how to change them.


Lets start with the basics


What are the minimum and maximum stats that your specific race can have? Below is a table listing the race and stat pool minimums and maximums.

Race Health Strength Con Action Quick Stam Mind Focus Will Total

Points Avail

Bothan Min 300 300 300 600 600 400 400 400 300 5400

Max 1000 500 400 1300 750 500 1100 600 500

Human Min 400 400 400 400 400 400 400 400 400 5400

Max 1100 1100 1100 1100 1100 1100 1100 1100 1100

MonCal Min 300 300 300 300 300 450 600 600 450 5400

Max 1000 500 400 1000 450 550 1300 800 650

Rodian Min 300 300 300 300 300 450 300 300 350 5400

Max 1000 500 400 1200 650 850 1000 500 550

Trando Min 550 600 700 300 300 300 300 300 300 5550

Max 1250 800 800 1000 450 400 1000 500 600

Twilek Min 300 300 550 550 600 300 400 300 300 5400

Max 1000 500 650 1250 750 400 1100 500 500

Wookiee Min 650 650 450 500 400 400 400 450 400 6100

Max 1350 850 550 1200 550 500 1100 650 600

Zabrak Min 500 300 300 600 300 300 300 300 700 5400

Max 1200 500 400 1300 450 400 1000 500 900


What do the stats do for me?


There are three primary stats, Health, Action, and Mind. Each of these are the "How much of it I have" number. Each primary stat has two sub categories. The first is how efficient this stat is for me, the second is how fast will I get it back. These are described in further detail below:


Health is a primary stat; it is directly represented in your HAM (health, action, mind) bars and is the amount of physical damage your character can take before becoming incapacitated.


Strength refers to the ability to exercise brute force in physical activity, it is your efficiency stat. This effects how expensive any action requiring Health cost you. The higher this stat, the cheaper, point wise, your actions are.


Constitution is the measure of your ability to recover from damage, your regeneration stat, or how fast you will recover health. The larger this number the faster you regenerate.


The other 2 stats are very similar


Action is a measure of how rested your character is. As you grow tired, you will see your Action points being depleted. It is a primary stat directly represented in your ham bar and is the amount of Action damage you can take before you become incapacitated.


Quickness is the measure of your characters fitness; it is the stat that effects how much of the action pool you use for abilities requiring action.


Stamina is how quickly characters recover from intense physical activity, this is the Action bars regeneration stat.


Mind is a measure of your alertness and mental capacity. A player with a higher Mind is better able to tackle complex technical tasks. It is the stat directly represented in your ham bar and is the amount of Mental damage you can take before being incapacitated.


Focus is your character's effectiveness in concentrating on mental activity. It is the stat that determines how much of the mind pool you use for abilities that require Mind expenditure.


Willpower helps you recover from expenditure of mind. It is the regeneration stat for the mind pool.


Where to put my stats?


There are several things to consider when deciding how you want to distribute your stat points. There are things that can alter your stats, such as armor encumbrance. So if you are planning on wearing heavy armor you will want to make the appropriate adjustments in your secondary stats, which is where the encumbrance is taken from. You can also get buffs, which enhance the values of your stat pools. Doctors can enhance your Health and Action pools, Dancers your Mind and Musicians your Willpower and Focus. Chef foods can also alter all of the above but to a slightly lesser degree than the other professions.


Next you want to consider what profession you will be playing. If you are going to be an entertainer of some sort, high action would benefit you the most since the flourishes use action. Likewise you would probably want high quickness and stamina so you can regenerate these faster. If you plan on playing a medical profession you will want high mind (and mind regeneration) since this is the primary stat used to perform your procedures (Image design uses mind as well for alterations). For combat the choices are more dependent on how you plan to play. If you do not plan on getting hit much but using a lot of special attacks you may wish to have a high mind or action pools.


Stat Migration


Fortunately the system is built with a way to change these stats when you get more experience with the game and have a better idea of the specific distribution you want to have.


Based out of the need and desire of people to mold and change their bodies Image Designers are granted the ability to change stats for players. Image designers not only specialize in altering the body shape, color, markings, hair and alien special features, they excel at changing your physical condition (stats) as well. Generally it's a pretty easy process.


First you will want to find an Image designer. The first place to look if you are in Coronet, Theed or Bestine, is at the image designer tents located in these cities. The one in Coronet is on the outside of the Shuttle Port Park only a short walk from the star port. In Theed it is near the cantina, and likewise in Bestine. Alternatively you can find an image designer by using the community search function in-game and Choosing Image Designer from the search options to see if any are near you.


Once you are with an Image Designer you must group with them and the process takes at least 10 minutes. First you will negotiate with the Image Designer over the cost. Once you have agreed on the cost using the ID service window, you should open up your character sheet window (Ctrl-C) and click on the "Stat Migration Button". The stat migration window will open up and you will see all of your stats and they will have corresponding sliders. Move the slider back and forth to adjust your stats. The numbers will rise and fall based on the position of the slider. At the end of 10 minutes, the session will end and your stats will be adjusted to the levels you set them at. Be careful not to accidentally close the window. If you do, the Image Designer will have to start the session over from the beginning and it will require a full 10 minute session.


It should be noted that this is a general guide intended to help those that do not have experience with stats or are new to the game. Your experience and personal play style will have a great effect on your decisions as to what stats you want.

Link to comment
Share on other sites

  • Administrators
eqsanctum

S.E.A.'s - How They Work And What They Do


I have noticed a lot of confusion amongst other swg players on what skill tapes are, and more importantly how they work. There are a few guides so far that are extremely useful, however have some commonly mistaken information. Most of the needed information seemed to be scattered and outdated to me, and so I decided to bring it all together and make an Ultimate Guide to Skill Tapes. So here it is!


This is a guide for the successful use of Skill Enhancement Attachments. This guide covers both clothing attachments (looks like a role of duct tape; also known as skill tapes) and armor attachments (looks like an armor segment), which are collectively known as Skill Enhancement Attachments (SEA's).


There are some basic rules that apply to all:


1) skill tapes go into clothes that have sockets, armor attachments go into armor that have sockets (including ubese shirts and mabari belts). They are applied by dragging and dropping the SEA onto the socketed item which, if the SEA isn't blank, will fill up one socket. Maximum number of sockets on an item is 4. Sockets on backpacks don't work currently, there is no way to put a skill tape on a backpack at the moment.


2) skill tapes are ONLY lootable, they are not craftable, however Bio-Engineers CAN craft certain skill mods with clothing tissue (see below).

3) there is a maximum of 6 stat modifiers for a piece of clothing, which includes stat modifiers from Bio-Engineered tissues added into clothes items at creation (e.g. you could have a clothes item with +10 to injury treatment, +10 to wound treatment, and +10 to bleeding defense, which would allow for 3 more stat mods to be attached assuming 3 sockets).


4) you can only get one skill stat bonus from a tape to stick, with others being lost (i.e. a tape that has 2 or more stat mods will only allow one to stick, see below)


5) stat mods do not stack, you do not get benefit from putting additional tapes with the same type of stat mod on a single item of clothing as they do not add together (e.g. you put a +5 armor experimentation on a pair of gloves, you can't put another +3 armor experimentation on there and get +8, you would just lose the +3 and still have a pair of gloves with +5 on it). If you place a single stat mod tape on a piece of clothing with a higher stat mod of the same type as one that's is already on the item, the higher number will stick (e.g. if you have +3 armor experimentation on a pair of gloves and you put a +5 armor experimentation tape on it, you will get gloves with +5 armor experimentation). Placing multiple stat attachments on items with matching skills follows extra rules see below.


6) when placing an attachment with 2 or more stats, the highest value stats will be the only one applied (e.g. a +5 rifle accuracy with +4 armorsmith experimentation will give the +5 rifle accuracy) regardless of the order of which the stats are listed on the SEA. In the case of a higher negative numbered mod than positive mod(s), the highest positive number will stick (e.g. a -14 rifle accuracy with +5 armorsmith experimentation will give the +5 armorsmith experimentation) regardless if the negative number is larger, positive mods will ALWAYS have a higher numerical value than the negative mods.


7) when placing an attachment with 2 or more stat mods and there are 2 or more stat mods tied for the highest numerical value, the stat mod that is listed FIRST will be the only one applied, regardless of alphabetical order.


8) clothes with stat mods that drop to 0 condition, still allow the stat mods to work, so don't destroy any stat modded clothes that are at 0 condition


9) maximum stat mod you can get from a set of clothing (or armor) is +25, so any more than that in bonuses is unused


There is a situation that arises all too frequently:


10) if a tape has multiple stats on it and you want one that has a lower value than the highest listed stat mod (e.g. +23 grenade experimentation +20 armorsmith experimentation on a tape, of course you want the armorsmith experimentation to stick). Here the solution is based upon the order that the skill mods are listed on the SEA (e.g. is the +23 grenade experimentation first or is the +20 armorsmith experimentation first?).


The ONLY solution is to first place on the desired clothes item, a stat mod of the same type and value (or greater) as the less desirable yet higher number stat mod (e.g. a +23 grenade experimentation tape in the above example, if the +20 armorsmith experimentation was listed first).


So to refresh, say you have these tapes:


Tape #1

+23 grenade experimentation

+20 armorsmith experimentation


Tape #2

+20 armorsmith experimentation

+23 grenade experimentation


To get the +20 armorsmith experimentation to stick on EITHER Tape #1 or Tape #2, you would need to put a +23 (or higher) grenade experimentation tape on the clothes item first. In both cases 2 sockets are necessary


What if there are 3 stats but the lowest of the three is the one you want to stick? Follows the same rules as above. I will illustrate with an example.


Tape #3

+25 surveying

+24 droid complexity

+23 weaponsmith experimentation


Tape #4

+23 weaponsmith experimentation

+25 surveying

+24 droid complexity


Tape #5

+24 droid complexity

+23 weaponsmith experimentation

+25 surveying


You of course would want weaponsmith experimentation. On EITHER Tape #3, Tape #4, or Tape #5 you would have to place a +25 surveying tape on first, then a +24 droid complexity tape, then Tape #3, Tape #4, or Tape #5 on, to get the +23 weaponsmith experimentation to stick.


Types of socketed clothes items that a human male can wear that would allow for the maximum number of skill stat enhanced pieces are hat, belt, bandolier (can't wear a backpack with this), shirt, jacket/duster/cloak/robe(belts with these look like a hula hoop surrounding you), pants, gloves (short gloves as longer gloves don't allow for wearing a jacket), boots, so a maximum of 8 pieces with with 4 sockets each for skill tapes. Armor for a human male, composite armor with nine pieces, a mabari armored belt, a ubese armored shirt, a ubese bandolier, allows for 12 pieces with 4 sockets each for armor attachments.


Well, Lets just count how many items are socketable & able to be worn at the same time:

(Note: Pants cannot be worn under Leggins)

· Helm

· Chest Armor

· Leggins

· Boots

· Gloves

· Left Bicep

· Right Bicep

· Right Forearm

· Left Forearm

· Shirt

· Belt

· Bandolier or Backpack

· Total: 48 Sockets on You Maximum


== LIST OF ALL MODS ==


Experimentation and Assembly Skill Mods


* Weapon Experimentation and Assembly

* Armor Experimentation and Assembly

* Food Experimentation and Assembly

* Medicine Experimentation and Assembly

* Combat Medicine Experimentation and Assembly

* Droid Experimentation and Assembly

* Clothing Experimentation and Assembly

* Structure Experimentation and Assembly

* Artisan Experimentation and Assembly

* Grenade Experimentation and Assembly

All of these mods work except grenade experimentation and assembly, which was removed in beta and no longer exists on the current skill tree.


Repair Skill Mods


* Weapon Repair

* Armor Repair

* Clothing Repair

None of these mods do anything. They have been tested extensively and serve no purpose.


Other Artisan Related Skill Mods


* Droid Customization

* Droid Complexity

* Structure Complexity

* Surveying

The first three mods here do nothing. Surveying works, but you hit the hard cap for surveying distance at artisian surveying 4 anyway so take that into consideration. Force surveying does stack on top of the cap.


Other Medic and Doctor Related Skill Mods


* Injury Treatment

* Injury Treatment Speed

* Wound Treatment

* Wound Treatment Speed

* Medical Foraging

* Medicine Use

Most of these mods work, however the medical foraging skill is as good as useless, and it would be pointless to use. Medicine Use was nerfed and no longer functions. Wound Treatment Speed works but no longer increases application speed of enhance packs.


Other Combat Medic Related Skill Mods


* Healing Range

* Ranged Injury Treatment Speed

* Combat Medicine Use

* Combat Medicine Effectiveness

Healing range and combat medicine use have been tested and don't do anything. The second mod up there works just fine.


Scout, Ranger, and Squad Leader Related Skill Mods.


* Terrain Negotiation

* Camouflage

* Foraging

* Rescue

* Group Terrain Negotiation

* Steady Aim Bonus

* Volley Fire Bonus

All of these skill mods are tested and should work, but I don't know anyone who would actually want most of them. Don't put down any credits on the last two especially, since it is hard to confirm just how effecitve they are since they don't really do much anyway. I'm leaving them green since we know they do function.


Creature Handler Related Skill Mods


* Additional Pets

* Stored Pets

* Creature Taming Bonus

Additional Pets and Stored Pets both used to work but have been nerfed, creature taming bonus works fine and I beleive is a requirement for taming a bull rancor baby.


Entertainer Related Skill Mods


* Wound Healing (Music)

* Wound Healing (Dancing)

* Battle Fatigue Healing (Music)

* Battle Fatigue Healing (Dancing)

* Musical Mind Enhancement

* Dancing Mind Enhancement

* Instrument Assembly

Yep, all of it works, although instrument assembly is kind of redundany since instruments don't really have any mods or different values to them.


Defensive Skill Mods


* Dodge

* Counterattack

* Block

* One Handed Weapon Counterattack

* One Handed Weapon Evasion

* Two Handed Melee Counterattack

* Two Handed Melee Evasion

* Polearm Counterattack

* Polearm Evasion

The first three mods here work, as long as you are equipping a weapon that fits with each mod. For example counterattack works when holding a power hammer, but you won't dodge while weidling it no matter how much +dodge you have. Make sure you get the right mods for the weapons you use. As far as the rest of this list... All of these were removed in beta, replaced by the trio of working skills.


General Defense Skill Mods (Part 1)


* Bleeding Resistance

* Combat Bleeding Defense

* Poison Resistance

* Disease Resistance

* Fire Resistance

All of these mods should work but are nearly impossible to test.


General Defense Skill Mods (Part 2)


* Melee Defense

* Ranged Defense

* Defense vs. Dizzy

* Defense vs. Blind

* Defense vs. Knockdown

* Defense vs. Posture Change (Up)

* Defense vs. Posture Change (Down)

* Defense vs. Intimidate

* Defense vs. Stun

All of these mods work fine.


Melee Skill Mods


* Unarmed Speed

* Unarmed Accuracy

* One Handed Weapon Speed

* One Handed Weapon Accuracy

* Two Handed Melee Speed

* Two Handed Melee Accuracy

* Polearm Speed

* Polearm Accuracy

* Warcry

* Berserk

* Intimidation

All of these are working properly.


Melee Damage Skill Mods


* Unarmed Damage

* One Handed Melee Damage

* Two Handed Melee Damage

* Polearm Damage


Ranged Skill Mods


* General Ranged Aiming

* Alertness

* Carbine Speed

* Carbine Accuracy

* Carbine Accuracy While Moving

* Carbine Aiming

* Pistol Speed

* Pistol Accuracy

* Pistol Accuracy While Moving

* Pistol Accuracy While Standing

* Pistol Aiming

* Rifle Speed

* Rifle Accuracy

* Rifle Accuracy While Moving

* Rifle Aiming

* Cover

* Taking Cover

* Rifle Crawl Speed


Commando Related Skill Mods


* Thrown Weapon Accuracy

* Heavy Weapon Speed

* Heavy Weapon Accuracy


Bounty Hunter Related Skill Mods


* Tracking Droids

* Tracking Droid Effectiveness

* Droid Speed

* Droid Precision

All of the above work. Note: Droid Speed is a mod that effects the speed a bounty hunter can retreive a waypoint from a seeker droid. This does NOT effect the speed of any other kind of droid. Now that we know which mods work, there are some skill mods that have a "hard cap" or a max amount of points possible.


Block

Counterattack

Dodge

Melee Defense

Ranged Defense

Melee defense, ranged defense, dodge, counterattack and block all have a 125 cap from skills

(SEAs, food, and squad leader bonuses all stack on top of that, though). Accuracy has NO hard cap!

Speed has a sort-of cap, because you can attack at most once per second. So with the weapon-specific

speed mods and skill tapes, at some point any weapon you pick up will likely hit that speed. For the most part somewhere between +96 to +99 would cap out virtually any weapon you use in it's class.



1.) What are SEA’s & what does SEA stand for?

These are items that can be placed into sockets of Armor & Clothing that will grant the player with additional points to given skills, SEA means: Skill Enhancement Attachment. CA stands for Clothing Attachment (applied only to clothes with open sockets) and AA stands for Armor Attachment (applied only to armor with open sockets).


2.) When adding Attachments to Your Clothing Armor & Assorted items such as Belts or Bandoliers, Placing more than one of the same skill on that item Currently does not function properly, Let me explain.


If You place a +12 Rifle Speed & a +4 Rifle Speed in the same item, The lower of the 2 will simply disappear, Leaving You in this example at +12 Rifle Speed and one less socket. (They don't stack!) The new total for both tapes will become the equivalent of one of them, not because it’s a better tape or because it was placed in a certain order, But because you cannot place 2 Identical skills into the same item. This also applies even if 2 identical tapes are applied to the same clothing/armor item.


3.) Do all items crafted come with 4 sockets?


No. You will need to ask the crafter of your choice specifically to make you a 4-socketed item if they do not stock them.


4.) Is there a limit to how many skills I can gain from attachments?


Sort of yes. You must have the skill granted before you get its effects if the skill requires a profession state of you, So the amount of skills possible would take awhile to calculate as there are way too many variables that come into play here, The other main thing that limits You is, The Maximum sockets per item of 4, Problem is not all items are 4-socketed, They must be crafted specifically to get 4, Your best bet is to hire a Master! The theoretical maximum skills would be that equal to the sockets your clothing & armor have. Since 48 sockets is the maximum possible wearable at any given time, 192 Different skills would be the maximum Theoretically possible but not realistic!

5.) Is there a limit to how many points i can have of a certain skill mod?

For a few yes. Melee defense, ranged defense, dodge, counterattack and block all have a 125 cap from skills (SEAs, food, and squad leader bonuses all stack on top of that, though). Speed has a sort-of cap, because you can attack at most once per second. So with the weapon-specific speed mods and skill tapes, at some point any weapon you pick up will likely hit that speed.


6.) Can I use negative (e.g. Rifle Accuracy -1) Skill Attachments to cancel out unwanted skills on other Skill Attachments?


No, this can no longer be done. Using a negative skill attachment will only take up a socket and give no effect to your clothing's/armor's skill mods.

7.) Can I remove Skill Attachments once inserted?


No, Once inserted they will remain permanently.

Link to comment
Share on other sites

  • 1 month later...
 Share

×
×
  • Create New...