Stats and attributes
Whitestar :: Games :: Star War The Old Republic :: General
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Stats and attributes
original thread
Basic stuff:
All characters in TOR use one primary stat of Aim, Cunning, Strength or Willpower.
* All primary stats give 1% crit for every 140 (at level 50)
* Aim gives 0.2 ranged damage
* Strength gives 0.2 melee damage
* Cunning gives 0.2 tech damage
* Will power gives 0.2 force damage
Endurance gives 10 HP per point.
Your primary stat will always give either [Ranged + Tech] or [Melee + Force], so a Trooper will get a tech bonus from Cunning, and a Smuggler will get a ranged damage bonus from Aim in addition to the bonuses they already get from their primary stat. This causes Smugglers to do more damage with Weapon attacks, and Troopers will do more damage with Tech attacks (see: explosives) assuming both had the same base value and scaling. Strength and Willpower give both of them nothing but crit.
Secondary stats are:
* Presence - boots companion health, damage and healing
* Power - adds melee, force and tech damage
* Force/Tech Power - Found on weapons, works like Power but does not provide melee/ranged damage
* Accuracy - Gives +hit and gives armor/spell pen over 100%
* Crit - gives melee, force and tech crit
* Surge - increased critical damage
* Armor - reduces physical and kinetic damage (all Tech and Force powers unless listed otherwise are Kinetic)
* Defense - increases Parry/Deflect (deflect is just ranged parry)
* Shield - increases chance to be shielded on attack
* Absorption - increases the % of damage shaved off shielded attacks
* Alacrity - Cast/channel Haste
* Expertise - PvP stat. Increases damage and healing done, reduces damage taken.
Basic Equipment Information:
All character have 9 armor slots, 3 relic slots, 1 mainhand and 1 offhand slot.
9 slots are: Head, Chest, Hands, Waist, Legs, Feet, Wrists, Ear and Implant
Mainhands Weapons: Lightsabers (single and double), vibroswords and knives, blaster pistols and rifles, sniper rifles, assault cannons, scatterguns (shotguns), and electrostaves. Gauntlets and Training swords are also listed as being in the game, but are insignificant past level 6, or not in the game as far as I can tell.
Offhands: Focus, shields, generators, lightsabers and blaster pistols.
Relics: Relics are poorly implemented currently, but they are just stat-sticks you make by combining matrix shards (which come from Datacrons.) Matrix Shards come in 4 colors, Red, Green, Yellow and Blue. Tri-color combinations (RGB, RGY, BYR and BYG) require level 15 and give a primary state and endurance (stat depends on the combo.) Double-color relics (YYR, BBG, etc.) give more stats, require level 24, and have a secondary stat. Single-color relics (RRR, BBB, etc.) always give your classes primary stat, have 2 secondary stats, and require level 50.
It should be noted, it is currently impossible to make some of the single-color relics as the matrix shards are not implemented correctly. The only 2 you can legitimately make to my knowledge are YYY, and possibly RRR.
Most gear is itemized currently so item types have correct core stats (i.e., no +WILL Heavy Armor.) There are a few exceptions that will be fixed (+CUN Assault Cannons, for example.)
Companions:
They share the core-stat system and all wear armor of a certain type. They do not have relic slots, but have every other slot.
Droid companions have different gear, but share the same gist to itemization. They have a Sensor Unit (Helm), 2 Cores (Chest/Pants), 2 Motors (Gloves/Feet), and 2 Parts (belt/bracers) and they all use +AIM as a stat. They still use Ear and Implant slots, sport regular Blaster-type weapons (pistols or rifles), and use normal off-hands (sheilds or generators.)
How Mods Work:
It should be first stated that not all items have mod slots and cannot be upgraded in any way.
The mod system is like socketting gems in WoW, but they give more stats and generally drop into items that, on their own, have absolutely no stats; not even armor. Armor values are determined by the type of armor (light/med/heavy), and the armor rating stat listed on mods. Damage is the same thing, but with damage modifiers and weapon types (assault cannons do more than blasters, for example.) Your level 10 armor can be your level 50 armor if you can mod it enough to keep it relevant.
Almost all mods have variable quality (not rarity.) They will have minor variations in their name, and will provide different statistical bonuses even though they will have the same level requirements and rarity.
Example: Patron MZ-40y Power Cell.
Patron is a prefix that always gives +CUN +END. y can be a number between 1 and 4 and is the indicator of quality, 4 being the best (having the highest stats.) The range from 1-4 can be fairly significant. This will drive min/maxers completely insane as you cannot craft them (currently.)
Patron MZ-401 might be [+10cun +8end] and Patron MZ-404 might be [+13cun +10end]. You have 21 mod slots that can have this variable quality "feature", which can result in the difference of hundreds of stat points on high level mods.
Modulators:
Modulators are the only common mod shared between weapons and armor pieces. Modulator slots are found on critical crafted items, and are effectively a "free" slot. Crafted items with static stats can have modulator slots. Modulators are obtained through Underworld Trading crew missions and can have any stat, making critical crafted epics potentially the best items in the game unless high-level epic items spawn with more mod slots or static stats (both of which are expected.)
Armor:
The 6 types of Armor mods: Harness, Underlay, Overlay, Support, Circuitry, and Modulators.
Items are composed of: Harness or Underlay + 1-2 of Overlay/Support/Circuitry + Modulator (crit craft only)
Harnesses (head/leg/chest) and Underlays (everything else) always have armor rating and core stats, and no items have both Harness and Underlay slots. Overlays have core stats, support/circuitry do not.
Optimal armor items are always Harness/Underlay + Overlay (+ Support/Circuitry if 3 mods.) It is actually not worth upgrading if you lose an overlay slot because of how much better core stats are than secondary stats.
Weapons:
Weapons have the potential, unlike armor, to have 5 mod slots and have more mod types.
* Ranged: Barrel + Power Cell + (Trigger or Scope) + Color Crystal + Modulator (crit craft only)
* Melee: Power Crystal + Hilt + (Focus Lens or Matrix Emitter) + Color Crystal1 + Modulator (crit craft2 only.)
1 - Vibro weapons do not have color crystals. 2 - you cannot currently craft full lightsabers.
Barrels and Power Crystals control damage rating, Power Cells and Hilts have core stats while Triggers, Scopes, Lenses and Emitters do not. Color Crystals can have core stats (but usually just have endurance), so using vibro weapons is inadvisable.
Basic stuff:
All characters in TOR use one primary stat of Aim, Cunning, Strength or Willpower.
* All primary stats give 1% crit for every 140 (at level 50)
* Aim gives 0.2 ranged damage
* Strength gives 0.2 melee damage
* Cunning gives 0.2 tech damage
* Will power gives 0.2 force damage
Endurance gives 10 HP per point.
Your primary stat will always give either [Ranged + Tech] or [Melee + Force], so a Trooper will get a tech bonus from Cunning, and a Smuggler will get a ranged damage bonus from Aim in addition to the bonuses they already get from their primary stat. This causes Smugglers to do more damage with Weapon attacks, and Troopers will do more damage with Tech attacks (see: explosives) assuming both had the same base value and scaling. Strength and Willpower give both of them nothing but crit.
Secondary stats are:
* Presence - boots companion health, damage and healing
* Power - adds melee, force and tech damage
* Force/Tech Power - Found on weapons, works like Power but does not provide melee/ranged damage
* Accuracy - Gives +hit and gives armor/spell pen over 100%
* Crit - gives melee, force and tech crit
* Surge - increased critical damage
* Armor - reduces physical and kinetic damage (all Tech and Force powers unless listed otherwise are Kinetic)
* Defense - increases Parry/Deflect (deflect is just ranged parry)
* Shield - increases chance to be shielded on attack
* Absorption - increases the % of damage shaved off shielded attacks
* Alacrity - Cast/channel Haste
* Expertise - PvP stat. Increases damage and healing done, reduces damage taken.
Basic Equipment Information:
All character have 9 armor slots, 3 relic slots, 1 mainhand and 1 offhand slot.
9 slots are: Head, Chest, Hands, Waist, Legs, Feet, Wrists, Ear and Implant
Mainhands Weapons: Lightsabers (single and double), vibroswords and knives, blaster pistols and rifles, sniper rifles, assault cannons, scatterguns (shotguns), and electrostaves. Gauntlets and Training swords are also listed as being in the game, but are insignificant past level 6, or not in the game as far as I can tell.
Offhands: Focus, shields, generators, lightsabers and blaster pistols.
Relics: Relics are poorly implemented currently, but they are just stat-sticks you make by combining matrix shards (which come from Datacrons.) Matrix Shards come in 4 colors, Red, Green, Yellow and Blue. Tri-color combinations (RGB, RGY, BYR and BYG) require level 15 and give a primary state and endurance (stat depends on the combo.) Double-color relics (YYR, BBG, etc.) give more stats, require level 24, and have a secondary stat. Single-color relics (RRR, BBB, etc.) always give your classes primary stat, have 2 secondary stats, and require level 50.
It should be noted, it is currently impossible to make some of the single-color relics as the matrix shards are not implemented correctly. The only 2 you can legitimately make to my knowledge are YYY, and possibly RRR.
Most gear is itemized currently so item types have correct core stats (i.e., no +WILL Heavy Armor.) There are a few exceptions that will be fixed (+CUN Assault Cannons, for example.)
Companions:
They share the core-stat system and all wear armor of a certain type. They do not have relic slots, but have every other slot.
Droid companions have different gear, but share the same gist to itemization. They have a Sensor Unit (Helm), 2 Cores (Chest/Pants), 2 Motors (Gloves/Feet), and 2 Parts (belt/bracers) and they all use +AIM as a stat. They still use Ear and Implant slots, sport regular Blaster-type weapons (pistols or rifles), and use normal off-hands (sheilds or generators.)
How Mods Work:
It should be first stated that not all items have mod slots and cannot be upgraded in any way.
The mod system is like socketting gems in WoW, but they give more stats and generally drop into items that, on their own, have absolutely no stats; not even armor. Armor values are determined by the type of armor (light/med/heavy), and the armor rating stat listed on mods. Damage is the same thing, but with damage modifiers and weapon types (assault cannons do more than blasters, for example.) Your level 10 armor can be your level 50 armor if you can mod it enough to keep it relevant.
Almost all mods have variable quality (not rarity.) They will have minor variations in their name, and will provide different statistical bonuses even though they will have the same level requirements and rarity.
Example: Patron MZ-40y Power Cell.
Patron is a prefix that always gives +CUN +END. y can be a number between 1 and 4 and is the indicator of quality, 4 being the best (having the highest stats.) The range from 1-4 can be fairly significant. This will drive min/maxers completely insane as you cannot craft them (currently.)
Patron MZ-401 might be [+10cun +8end] and Patron MZ-404 might be [+13cun +10end]. You have 21 mod slots that can have this variable quality "feature", which can result in the difference of hundreds of stat points on high level mods.
Modulators:
Modulators are the only common mod shared between weapons and armor pieces. Modulator slots are found on critical crafted items, and are effectively a "free" slot. Crafted items with static stats can have modulator slots. Modulators are obtained through Underworld Trading crew missions and can have any stat, making critical crafted epics potentially the best items in the game unless high-level epic items spawn with more mod slots or static stats (both of which are expected.)
Armor:
The 6 types of Armor mods: Harness, Underlay, Overlay, Support, Circuitry, and Modulators.
Items are composed of: Harness or Underlay + 1-2 of Overlay/Support/Circuitry + Modulator (crit craft only)
Harnesses (head/leg/chest) and Underlays (everything else) always have armor rating and core stats, and no items have both Harness and Underlay slots. Overlays have core stats, support/circuitry do not.
Optimal armor items are always Harness/Underlay + Overlay (+ Support/Circuitry if 3 mods.) It is actually not worth upgrading if you lose an overlay slot because of how much better core stats are than secondary stats.
Weapons:
Weapons have the potential, unlike armor, to have 5 mod slots and have more mod types.
* Ranged: Barrel + Power Cell + (Trigger or Scope) + Color Crystal + Modulator (crit craft only)
* Melee: Power Crystal + Hilt + (Focus Lens or Matrix Emitter) + Color Crystal1 + Modulator (crit craft2 only.)
1 - Vibro weapons do not have color crystals. 2 - you cannot currently craft full lightsabers.
Barrels and Power Crystals control damage rating, Power Cells and Hilts have core stats while Triggers, Scopes, Lenses and Emitters do not. Color Crystals can have core stats (but usually just have endurance), so using vibro weapons is inadvisable.
Whitestar :: Games :: Star War The Old Republic :: General
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