Hi all and thanks for all for replying to my earlier thread about buying the game.
well i got it and its great (Kept me away from MTW for a week now so it must be good)
just dont understand how the stats for wepons ect are worked out the critcal hit 20-20x2 ect.
great game only prob a lot of NPC's have the same face.
may the force be with you in the coming new year
Newbie Advice
I'll try and help you out.
The weapon statistics are derived from the Starwars D20 roleplaying game, so to understand them you will need a basic understanding of the rules.
I'll will explain the critical rules for you and if there's anything else you need just ask.
Ok, here goes. This is quite long winded, and I hope that it clears this up for you.
All weapons have a statistic block that includes the following.
Damage and Critical.
Neither of the above are important until you hit your opponent. When you attack an opponent you set up a command where your computer generates a number between 1 and 20 (ie rolling a D20) for each attack you make. To this number is added your attack bonus (which is you base attack from your class, your str bonus if a melee attack or your dex mod if ranged and any other modifiers from feats, inhancements or powers) this final number is then compared to your opponents defence rating (10 + armour + dex modifier + any bonus from feats, upgrades and powers). If you equal or beat the number you have hit and then apply your damage (say you have a weapons that deals 1-8 dam, the computer generates a number between 1 and 8, ie rolls a d8 and then adds you str bonus *please note that you do not apply your dex bonus to ranged attack damage* and any bonus's you may have from feats, upgrades and'or powers.)
example. Soldier1 (+1 base attack). Str 16 (+3) using a longsword.
Has no upgrades, and he is not got any feats that add a bonus to it.
Longsword Reads/ Damage 1-8. Crir 19-20/x2
He attacks and the computer generates a number between 1-20. We'll assume he gets a 15. Soldier adds +4 to this for a total attack roll of 19.
We'll assume the opponent has a defence of 17.
Soldier has hit him. Damage is generated as a number between 1 and 20 + str bonus. He rolls a 3 and adds his str bonus of +3 for 6 damage.
Follow? Good, now I've explained the basics of combat I'll explain criticals.
If the attack roll (the number generated not counting any bonuses) is equal to one of the numbers in the critical range you have scored a critical threat.
ie In the above example if he had rolled a 19 or a 20 on the d20 he would have scored a threat.
After a threat is scored you immediatly roll the d20 again adding the exact same bonuses as you had on the last roll. If this is also a hit you have confirmed a critical hit. On a confirmed critical you multiply the base damage and all the non-variable damage by teh number after the "/". In the case of a longsword you would multiply it all by 2.
By non-variable I mean you do not multiply any bonus that involve rolling a dice, this includes but is not limited to sneak attack from the scoundrel class. You do multiply bonuses from str, weapon mastery, upgrades and force powers.
Follow?
19-20/x2 means if you roll 19 or 20 you have threatened, roll again. If you hit you confirm the crit and multiple the damage by two.
20/x3 means roll a 20 do the same but this time multiple it all by 3.
Did that help or make sense?
The weapon statistics are derived from the Starwars D20 roleplaying game, so to understand them you will need a basic understanding of the rules.
I'll will explain the critical rules for you and if there's anything else you need just ask.
Ok, here goes. This is quite long winded, and I hope that it clears this up for you.
All weapons have a statistic block that includes the following.
Damage and Critical.
Neither of the above are important until you hit your opponent. When you attack an opponent you set up a command where your computer generates a number between 1 and 20 (ie rolling a D20) for each attack you make. To this number is added your attack bonus (which is you base attack from your class, your str bonus if a melee attack or your dex mod if ranged and any other modifiers from feats, inhancements or powers) this final number is then compared to your opponents defence rating (10 + armour + dex modifier + any bonus from feats, upgrades and powers). If you equal or beat the number you have hit and then apply your damage (say you have a weapons that deals 1-8 dam, the computer generates a number between 1 and 8, ie rolls a d8 and then adds you str bonus *please note that you do not apply your dex bonus to ranged attack damage* and any bonus's you may have from feats, upgrades and'or powers.)
example. Soldier1 (+1 base attack). Str 16 (+3) using a longsword.
Has no upgrades, and he is not got any feats that add a bonus to it.
Longsword Reads/ Damage 1-8. Crir 19-20/x2
He attacks and the computer generates a number between 1-20. We'll assume he gets a 15. Soldier adds +4 to this for a total attack roll of 19.
We'll assume the opponent has a defence of 17.
Soldier has hit him. Damage is generated as a number between 1 and 20 + str bonus. He rolls a 3 and adds his str bonus of +3 for 6 damage.
Follow? Good, now I've explained the basics of combat I'll explain criticals.
If the attack roll (the number generated not counting any bonuses) is equal to one of the numbers in the critical range you have scored a critical threat.
ie In the above example if he had rolled a 19 or a 20 on the d20 he would have scored a threat.
After a threat is scored you immediatly roll the d20 again adding the exact same bonuses as you had on the last roll. If this is also a hit you have confirmed a critical hit. On a confirmed critical you multiply the base damage and all the non-variable damage by teh number after the "/". In the case of a longsword you would multiply it all by 2.
By non-variable I mean you do not multiply any bonus that involve rolling a dice, this includes but is not limited to sneak attack from the scoundrel class. You do multiply bonuses from str, weapon mastery, upgrades and force powers.
Follow?
19-20/x2 means if you roll 19 or 20 you have threatened, roll again. If you hit you confirm the crit and multiple the damage by two.
20/x3 means roll a 20 do the same but this time multiple it all by 3.
Did that help or make sense?
so it is better to have a wepon with a wider critical range ex 15-20 and a higher multiple right?
Yea, but beyond upgrading your lightsaber you'll not get it.
All the basic weapons are either 19-20/x2 or 20/x3. So just pump up your lightsaber and off you go.
thank you for your long and detailed reply.
No problem, glad I could help
Arh... nice to have some basics right here.
allow me to post another question in this thread. There is great debate to boost dex or strength for the Jedi. Some say that lightsabers use dex for attack ratings instead of strength. I think lightsabers use both, from the characters I created at least. It seems to me that dex and strength both add to attack ratings by 1 point for every modifier. Therefore, both are useful. However, on Taris, there is no lightsabers for our player character. So characters hacking with a vibroblade with high dex will miss more than the usual.
Am i right? I wonder if there is any bioware rep who can clarify this matter rather than have players experiment around just to model the situation.
I have both variants, 21 dex and a 21 strength fighter-guardian. Both are roughly the same. The high defense for the high dex guardian does not mean that he does not get hit. He still does. But I find this rather amusing coz the high defense does not seem to help in situations where it is most important.
Spoiler
Malak uses the force storm a lot and the throw lightsaber too. Both of these, defense has no say. Malak never seems to miss.
The mandalorian traps on Kashyyk in the lower shadowlands hit pretty hard with their power attacks. Even with a high defense, they still hit well. And if you do not have high damage, your other two party members get killed. Then you end up with 3 mandalores on your back.
The sand people in the dune sea are another problem. High defense means you stay in the fight longer. However, i find that in such serious situations where ur two other party members are likely to die off on you, it is better to wear Calo's armour than to boost dex for the +5 defense.
The dark jedis do not pose much theat in terms of damage provided you can withstand the choke or insanity. So defense here don't really matter. After all, it's 10 + defense. Come on, how much can one save from boosting dex at the expense of damage?
What does fortitude, reflex and will saves got to do with preventing damage in battles? It's separate from defense, that is clear.
allow me to post another question in this thread. There is great debate to boost dex or strength for the Jedi. Some say that lightsabers use dex for attack ratings instead of strength. I think lightsabers use both, from the characters I created at least. It seems to me that dex and strength both add to attack ratings by 1 point for every modifier. Therefore, both are useful. However, on Taris, there is no lightsabers for our player character. So characters hacking with a vibroblade with high dex will miss more than the usual.
Am i right? I wonder if there is any bioware rep who can clarify this matter rather than have players experiment around just to model the situation.
I have both variants, 21 dex and a 21 strength fighter-guardian. Both are roughly the same. The high defense for the high dex guardian does not mean that he does not get hit. He still does. But I find this rather amusing coz the high defense does not seem to help in situations where it is most important.
Spoiler
Malak uses the force storm a lot and the throw lightsaber too. Both of these, defense has no say. Malak never seems to miss.
The mandalorian traps on Kashyyk in the lower shadowlands hit pretty hard with their power attacks. Even with a high defense, they still hit well. And if you do not have high damage, your other two party members get killed. Then you end up with 3 mandalores on your back.
The sand people in the dune sea are another problem. High defense means you stay in the fight longer. However, i find that in such serious situations where ur two other party members are likely to die off on you, it is better to wear Calo's armour than to boost dex for the +5 defense.
The dark jedis do not pose much theat in terms of damage provided you can withstand the choke or insanity. So defense here don't really matter. After all, it's 10 + defense. Come on, how much can one save from boosting dex at the expense of damage?
What does fortitude, reflex and will saves got to do with preventing damage in battles? It's separate from defense, that is clear.
In the end, everything will be alright. If it is not alright, it is not the end.
Dex and Str both affect the damage and hit-to of the lightsabre. The game takes the higher value of the two to compute the damage dealt.
Taken straight from this site:
Taken straight from this site:
http://www.gamebanshee.com/starwarskoto ... istics.phpDex & Strength Explained
The "Lightsabers Use Dexterity" info is not entirely accurate because the game manual + in-game explanation of what STR does is correct... the manual just fails to mention that DEX gives +1 to attack per the +1 mod when you reach those extra DEX skill pt thresholds.
I just played around with some DEX & STR increasing items with a few saved slots I had left over and found out that when you hit the next + modifier on the STR (in other words, just ignore the actual STR amount you have, just pay attention to the modifier + # next to it in your character info panel within the game) well then.. STR gives +2 to hit & +1 to min/max dmg per +1 str mod while DEX +1 modifier gives only +1 to hit and +0 to min/max dmg. So basically the usefulness of knowing this is that you could seriously max out your dex and completely ignore STR and you'll still be ok if not more powerful from the insane defense
Of course, try to start out with 14 str since it's the cheapest at char. creation.
Submitted By: Adam Graves
Lightsabers Use Dexterity
According to the character equipment screen and contrary to the game manual, Lightsaber attack rolls are affected by DEX, not STR. This means that any Jedi character should invest heavily in DEX for the AC and to-hit bonuses. Although damage will suffer, +2 damage is less significant against monsters with 200+ hp than +2 ac and to-hit with a 10-30 dmg weapon.
Submitted By: Jonathan Yang
The look of the Eyeless is fear.
Arh yes,
that is on the website under the strategy guide.
However, is that right? Str mod gives +2 to attack rating while Dex mod gives only +1? Hey, a +1 difference in attack rating is 5% difference on a d20 dice. A +2 is 10% more....
Then I would have to say, go with Str.... morever, there is the extra damage.
that is on the website under the strategy guide.
However, is that right? Str mod gives +2 to attack rating while Dex mod gives only +1? Hey, a +1 difference in attack rating is 5% difference on a d20 dice. A +2 is 10% more....
Then I would have to say, go with Str.... morever, there is the extra damage.
In the end, everything will be alright. If it is not alright, it is not the end.