Character Statistics
Your characters statistics can be viewed on the Character window. By default this is assigned to the C key.
Health and Action
Heath - Health is a measure of your physical condition. It is a pool that is reduced every time you take physical damage. Should it reach zero, you will be incapacitated. Some enemies will instantly kill you when your health reaches zero.
Action - Action is a measure of how rested your character is. As you grow tired, you will see your Action pool being depleted. A task cannot be attempted unless you have enough Action to attempt it, such as special moves.
Sub Stats
Chapter 6 - Combat Changes
Chapter 6: "Masters of the Wild" Publish Notes 05-22-07
There have been significant changes to the internal workings of our combat engine. Game play for the end user should remain unchanged, but some new results are possible once you pull the trigger.
New Values: Miss, Dodge, Block, Parry, Strikethrough, Evasion and Punishing Blow
Miss
* NPCs and players with ranged weapons in Auto-Aim mode have a base 5% chance to miss their target. Factors such as debuffs and movement increase the player's chance to miss. Buffs and the strength stat reduce the chance to miss.
* The base miss chance for melee and ranged in Manual-Aim mode is 0%.
Dodge
* Dodge is a defender attribute that gives a chance to avoid incoming damage. On a successful roll, the attack will be treated as a miss and no damage will be applied.
Block
* Block is a defender attribute that has a chance to mitigate additional damage based on the defender's block score. Block mitigation is applied after armor so it is possible to reduce incoming damage to 0 with a high enough Block Value.
(Block Value + Strength) / 2 + 25 = Block Value
Parry
* Parry is a melee defender attribute that will allow the defender to negate a successful attack. Normal parry can only block other melee attacks though Lightsaber weapons can parry ranged attacks as well.
Strikethrough
* Strikethrough is a type of critical which instead of adding damage will bypass a % of your target's armor. Strikethrough amount is based on the attacker's Strikethrough Value.
Evasion
* Evasion is a defender attribute that will allow the target to avoid a % of damage from an Area Effect attack. The amount of % evaded is determined by the defender's Evasion Value.
Punishing Blow
* A punishing blow is a type of critical only available to NPCs that do 150% damage. Elite and Boss category NPCs (as well as those higher level than the player), can land a punishing blow.
Glancing Blows
* The damage reduction from a glancing blow has been reduced from 96% to 60%. In addition, Elite and Boss category NPCs (as well as those higher level than the player), have a natural chance to receive a glancing blow.
Player Attributes
Constitution: Adds 8 max points to your Health Bar and 2 max points to your Action bar for every 1 point.
Stamina: Adds 8 max points to your Action bar and 2 max points to your Health bar for every 1 point.
Agility: Affects Dodge, Parry and Evasion Chance
Strength: Affects Block Chance, Block Value, Hit Chance, and adds a damage bonus to melee attacks.
Precision: Affects Parry, Block Chance, Critical Hit Chance and Strikethrough Chance.
Luck: Affects Dodge Chance, Evasion Chance, Evasion Value, Critical Hit Chance, Strikethrough Chance and Strikethrough Value. Luck also increases the chance of Lucky events.
The <<LUCKY!>> message in the combat fly text means you scored a critical hit. You'll notice that you hit for two times or more of your normal damage, this also works with heals in that you will heal for more damage.
You can also get Lucky kills in space and ground PvE combat (more XP and faction points for that kill), crafting (critical assembly) and selling junk to junk dealers (more credits for that sale).
Attributes to Hit Type Chance
100 points in Agility gives 1% Dodge, .5% Parry and 1% Evasion.
Every 100 points in Strength gives 0.5% Block, 50 points to Block Value and 1% to-Hit. 33% of your Strength is added as a Melee Damage Bonus to your weapon's damage range.
Every 100 points in Precision gives 0.5% Strikethrough, 1% Critical Hit Chance, 0.5% Parry, and 0.5% Block Chance.
Every 100 points in Luck gives 0.33% Dodge, 0.5% Strikethrough Chance, 10.0% Strikethrough Value, 0.33% Critical Hit Chance, 0.33% Evasion and 10% to Evasion Value.
Your Critical Hit Chance varies depending on the target, and is thus not displayed on the Character Sheet. Melee Damage Bonus, Strikethrough Value and Evasion Value are also not displayed on the Character Sheet.
Every 100 points in Combat Defence: Block, Combat Defence: Dodge, Combat Defence: Evasion, Combat Defence: Parry, Combat Offence: To-hit Bonus and Combat Offence: Strikethrough gives 1% chance to execute each attack.
You character has a base 500 points (5% chance) in Combat Defence: Block, Combat Defence: Dodge, Combat Defence: Evasion, Combat Defence: Parry and Combat Offence: Strikethrough.
Combat Offence: To-hit Bonus has a base chance of 0. Increasing your To-hit Bonus offsets your base chance to miss.
How the hit type for your attack is decided.
Chapter 7 Changes:
Defender combat actions and attacker combat actions are now independent checks.
Precedence of Combat Results is as follows:
* Miss, Parry, Dodge will NEGATE Hit, Critical, Strikethrough, Punishing Blow
* Critical, Strikethrough will NEGATE Glancing Blow
* Glancing Blow, Block, Evasion will MITIGATE Hit, Punishing Blow
* Block, Evasion will MITIGATE Critical, Strikethrough
Kinetic, Energy, Heat, Cold, Acid and Electricity
Sum of the protection given to you by armour. Kinetic and Energy are the two main types of damage in SWG.
Heat, Cold, Acid and Electricity protect against certain elemental damage and also provide Resistance and Absorbtion to certain Damage over time effects.
Armour DoT Absorbtion.
Damage caused by Damage Over Time (DoT) effect is reduced via armor protections as indicated below:
* Bleeding/Disease DoT - Cold Elemental Resistance
* Poison/Acid DoT - Acid Elemental Resistance
* Fire DoT - Heat Elemental Resistance
* Energy DoT - Electricity Elemental Resistance
What this translates to:
Note: All percentages are approximate values with a standard deviation of 1%
Elemental Resist - % of DoT absorbed.
1000 - 05% absorbtion
2000 - 10% absorbtion
3000 - 15% absorbtion
4000 - 18% absorbtion
5000 - 22% absorbtion
6000 - 24% absorbtion
7000 - 27% absorbtion
8000 - 29% absorbtion
9000 - 31% absorbtion
Maximum DOT absorbtion possible is 65%.
Armour DoT Resistance.
There is now a secondary resistance check on each DoT "tick" that will give a chance to resist for partial damage.
Different armor types add an increase resistance to certain DoT types based on the number of slots covered by that armor type. The effect becomes most pronounced when wearing a similar type of armor over all slots that normally offer protection.
* Assault Armor: Resistant vs. Fire/Acid
* Battle Armor: Resistant vs. Poison/Energy
* Recon Armor: Resistant vs. Bleed/Disease
The following information is the approximate total Resistence that each piece will attribute:
1 piece - 20% resistance chance
2 pieces - 22% resistance chance
3 pieces - 26% resistance chance
4 pieces - 32% resistance chance
5 pieces - 39% resistance chance
6 pieces - 47% resistance chance
7 pieces - 55% resistance chance
The maximum DoT Resistance chance possible is 60%.
you can mix and match the armor you wear to come out with your overall resistence possible.
Edited, Aug 25th 2008 1:08pm by Jerok