[QUOTE=JPN608]Ive been noticing, when i use my sword i always miss.... is there any way to improve my chance of hitting? or will dextirity do this?[/QUOTE]
Flurry and
Power Attack feats add a penalty to the attack roll, making it less likely that you hit your target. At the beginning of the game this is very significant, but it becomes less so as the game progresses.
Critical Strike doesn't add a penalty to the attack roll, but it does add a penalty to your defence. Moral: use the default attack early on.
You might also want to invest in the
Dueling feats early on, as they give attack bonuses to single handed weapon use and unarmed combat. Very useful against the Sith Assassins on the Harbinger and invaluable in the two sets of dueling matches the game will throw at you later.
[QUOTE=JPN608]what is the best feat? flurry, criticle attack or power attack?[/QUOTE]
A combination of things (apart from the lightsaber form this applies to general melee weapons, too):
A standard lightsaber does
double damage on a critical hit which occurs 10% of the time with the
Critical Strike feat. Add a
"keen" upgrade to the lightsaber, and this increases to 20% of the time
and not just with the Critical Strike feat. Now, with the correct lightsaber form (
Perseverance/Shien) a critical hit will do
treble damage. With
Master Flurry you get
three hits per turn. With
Master Speed and
Master Flurry you get
five hits per turn,
and a boost to defence,
and on average (20% of the time, remember) one of those hits will be a critical hit which counts
treble with the right lightsaber form, so it's as if you get
seven hits per turn.
Add to that the fact the the
Flurry feat is especially good against animals and there are a lot of animals about (Telos, Dantooine, Dxun, Korriban and Malachor) then this is an extremely good feat to build up early.
Obviously you can't get all of this straight away, but by the time you have finished Peragus, Telos and your next planet you could have it all, and be building up the feats necessary to make the switch to two weapon fighting (which would add another hit to take you to
six hits per turn; make that effectively
eight hits with critical strike and lightsaber forms).
Monster
