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Usefull info: mods, crew skills, equipment, stats.


Littleburst

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Made this for my guild and mainly for myself. Figured I'd share it here aswell. It's somewhat a work in progress, so it will probably keep expanding the coming days. Feel free to spread it around.

 

1. Modifications

2. Crew skills

3. Equipment

4. Primairy stats per class & stats in general

5. Fun & usefull facts.

 

 

1. Mods

 

Augments come from Slicing missions, and go into the Augment slot of critical-crafted gear. Augments give a single primary or secondary stat. Examples: Might Augment 4, Advanced Alacrity Augment 25.

 

Mods are crafted by Cybertech, and go into the Mod slot of custom gear. Early mods give a primary stat plus Endurance; more advanced/higher-level mods also give a secondary stat. Examples: Reflex Mod 2, Advanced Agile Mod 25.

 

Enhancements are crafted by Artifice, and go into the Enhancement slot of custom gear. Enhancements give Endurance and one or more secondary stats. Examples: Fervor Enhancement 6, Advanced Acute Enhancement 25.

 

Crystals are crafted by Artifice, and can be added to weapons only. They give Endurance, Critical Rating or Power. Examples: Yellow Sharp Crystal, Advanced Cyan Eviscerating Crystal.

 

Armoring is crafted by Cybertech, and can only be added to armor, not weapons. (Which is logical.) Armoring gives Endurance and a primary stat; some Armorings also give Expertise, which is a PvP stat. Examples: Reflex Armoring 3, Advanced Commando Armoring 25. Note that the Armoring mod also dictates the overall Item Rating of the armor, from which it gets its Armor value.

 

Barrels are crafted by Armstech, and can only be added to blaster weapons: blaster pistols, blaster rifles, assault cannons, and sniper rifles. They give Endurance and a primary stat – and as with Armoring for armor pieces, the Barrel dictates the overall Item Rating of the weapon, from which it gets its damage range/DPS value. Examples: Skill Barrel 2, Advanced Commando Barrel 25.

 

Hilts are crafted by Artifice, and are the Force-users version of Barrels. They can only be added to lightsabers (both single- and double-bladed). They give Endurance and a primary stat, and also dictate the weapon’s Item Rating and thus damage range/DPS value. Examples: Resolve Hilt 1, Advanced Force Wielder Hilt 25.

 

source: http://crewskills.net/guides-and-overviews/swtor-mods-101/

 

2. Crafting skills

 

List of SWTOR Crew Skills

These are the skills that actually involve turning raw materials into finished products – armor, weapons, or other gear, depending on which skill you select. They’re performed by your companions back on your ship, and can be completed by the companion while you’re offline. You can also queue up to five crafting projects to be completed before your companion returns.

 

Armormech constructs armor pieces for non-Force users. This uses raw materials from Scavenging, and rare materials from Underworld Trading.

 

Supporting Crew Skills: Underworld Trading, Scavenging

Items Made: Heavy and Medium Armor

Suggested Classes: Trooper, Bounty Hunter, Imperial Agent, Smuggler

 

Armstech constructs blaster weapons, melee weapons and blaster mods for non-Force users. This uses raw materials from Scavenging, and rare materials from Investigation.

 

Supporting Crew Skills: Scavenging, Investigation

Items Made: Heavy and Medium Armor, Barrel Modification

Suggested Classes: Trooper, Bounty Hunter, Imperial Agent, Smuggler

 

Cybertech makes droid upgrades, offhand items for non-Force-users, grenades, and armor and weapon mods, and Earpiece equipment. It can apparently also craft some vehicles and ship upgrades. It uses raw materials from Scavenging, and rare materials from Underworld Trading. (Note: the offhand items may have been moved to Artifice – I’ll update when I know more!)

 

Supporting Crew Skills: Scavenging, Underworld Trading

Items Made: Ship Mods, Armor Plating, Item Mods, Ear Items, Gadgets, Droid Companion Equipment

Suggested Classes: Everyone

 

Synthweaving makes armor for Force users. This uses raw materials from Archaeology, and rare materials from Underworld Trading.

 

Supporting Crew Skills: Archaeology, Underworld Trading

Items Made: Light, Heavy and Medium Armor

Suggested Classes: Jedi Consular, Sith Inquisitor, Jedi Knight, and Sith Warrior

 

Artifice makes offhand items, armor mods and weapon mods for Force users. At high levels there are also craftable lightsabers. This uses raw materials from Archaeology, and rare materials from Treasure Hunting.

 

Supporting Crew Skills: Treasure Hunting, Archaeology,

Items Made: Lightsabers, Armor/Weapon Enhancements, Lightsaber Hilts (mod for lightsabers), Lightsaber Crystals (mod for lightsabers), Relics (a/k/a/ Trinkets) and Generators (off-hand items)

Suggested Classes: Jedi Knight, Jedi Consular, Sith Warrior, Sith Inquisitor

 

Biochem makes consumables (medpacks and stat-buffing booster items) and Implant equipment. It uses raw materials from Bioanalysis, and rare materials from Diplomacy.

 

Supporting Crew Skills: Bio-Analysis, Diplomacy

Items Made: Stims, Adrenals, Implants, Medpacs

Suggested Classes: Everyone

 

Gathering Skills

Archaeology – this involves acquiring “imbued items like lightsaber crystals and ancient artifacts”. It provides raw materials for Synthweaving and Artificing.

 

Bioanalysis – this allows collection of “genetic material from creatures and plants”. It supplies materials for Biochem. You can also Bioanalyse dead animals of Strong or greater difficulty.

 

Scavenging – this involves “recovering useful materials and parts from old or damaged technology”. It provides raw materials for Armormech, Armstech, and Cybertech crafting skills. You can also Scavenge dead droids of Strong or greater difficulty.

 

Slicing – this skill lets you and your companion hack into computers and other electronic devices. It doesn’t give any crafting materials directly – instead, it mostly gives credits, with the chance to acquire Cybertech schematics, Augment item modifications, and special unlockable high-yield missions for other crew skills.

Slicing is one of the most profitable and market-independent skill in the game and is recommended to all new users. For new users, simply repeatedly send out your companions on missions for high yield lockboxes and wait as the credits roll in.

 

Mission Skills

Diplomacy can provide companion gifts, rare materials for Biochem, and can affect your Light & Dark Side points for morality alignment.

Mission Rewards: Companion Gifts, Medical Supplies

Useful For: Biochem

 

Investigation can provide companion gifts, rare materials for Armstech, and schematics for all Crafting Skills.

Mission Rewards: Companion Gifts, Research Components

Useful For: Armstech

 

Treasure Hunting can provide companion gifts, rare materials for Artifice, and the same lockboxes as Slicing (which contain credits and sometimes gear).

Mission Rewards: Companion Gifts, Gemstones, Lockboxes

Useful For: Artifice

 

Underworld Trading can provide companion gifts, and rare materials for Armormech, Cybertech and Synthweaving.

Mission Rewards: Luxury Fabric, Underworld Metal, Companion Gifts

Useful For: Synthweaving, Cybertech, Armormech

 

Skill Synergy

Force Users

Armor: Synthweaving, Archaeology, Underworld Trading.

Weapons/Misc: Artifice, Archaeology, Treasure Hunting. Note that this doesn’t allow you to craft Lightsabers until the endgame, but you can make lightsaber mods and offhand items at all levels.

 

Non-Force Users

Armor: Armormech, Scavenging, Underworld Trading.

Weapons: Armstech, Scavenging, Investigation.

 

Anybody

Consumables: Biochem, Bioanalysis, Diplomacy.

Mods and Other Stuff: Cybertech, Scavenging, Underworld Trading. (You could substitute Slicing in for Underworld Trading.) (Note that Cybertech makes offhands for non-Force-users, but everything else is suitable for anyone.)

Gathering to support other characters: Archaeology, Bioanalysis, Scavenging.

Moneymaking: Bioanalysis, Scavenging, Slicing. (I suggest Slicing rather than Archaeology here because there are no enemies whose corpses you can Archaeologise the way you can Bioanalyse dead animals and Scavenge dead droids, and it’s worth taking Slicing for the credit rewards.)

 

source: http://crewskills.net/crafting-guides/crew-skills-crafting-system-basics/

 

source2: http://www.forcejunkies.com/2011/12/22/intro-to-crew-skills-gathering-missions-and-crafting/#more-4030

Edited by Littleburst
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3. Equipment

 

 

Armor

Heavy armor is worn by Jedi Guardians, Sith Juggernauts, and all Troopers & Bounty Hunters. It’s itemised for Strength for the Force-users, or Aim for the Troopers & Bounty Hunters.

 

Medium armor is worn by Jedi Sentinels, Sith Marauders, and all Smugglers & Imperial Agents. It’s itemised for Cunning for the Smugglers & IAs, and Strength for the Sentinels & Marauders.

 

Light armor is worn by all Jedi Consulars & Sith Inquisitors. It’s itemised for Willpower for everybody.

Weapons

Lightsabers are used by all Force-users. Jedi Sentinels & Sith Marauders dual-wield single-bladed sabers. Jedi Shadows & Sith Assassins use a single double-ended saber. Everyone else (Jedi Guardians & Sith Juggernauts; Jedi Sages & Sith Sorcerors) uses a single saber. (Note that there are training swords for low-level Force-users until they get their lightsabers.)

 

Other melee weapons include vibroknives, vibroswords, and electrostaves. Vibroknives are available for both advanced classes of Imperial Agent (in their off-hands); vibroswords and electrostaves are used by Force-users (if for some strange reason they’re not using their lightsaber). There are also training sabers, which are a separate category of item, but many are named like vibroswords.

 

Blaster pistols are used by all low-levels Bounty Hunters, Smugglers and Imperial Agents, and then BHs who choose the Mercenary advanced class dual-wield them, as do Smuggler Gunslingers. Smuggler Scoundrels and IA Operatives use a single blaster pistol.

 

Blaster rifles are used by all troopers at low levels; Trooper Vanguards continue to use them for their entire careers.

 

Other ranged weapons include Sniper Rifles (used by the IA Sniper), Assault Cannons (used by the Trooper Commando), Flamethrowers (used by Bounty Hunter Powertechs), and Scatterguns (used by Smuggler Scoundrels).

 

Off-hand items may include weapons (blaster pistols, lightsabers and vibroknives), shields (as in ‘technological force-field bubble’, not ‘a handle bolted to a metal plate’), foci (Force-user off-hand items) and generators (which seem to be stat amplifiers for other non-dual-wielding classes).

 

source: http://crewskills.net/guides-and-overviews/gear-guide-swtor-equipment

 

4. stats

stats by class

Strength affects your melee (ie hand-to-hand) damage. Primary stat for Jedi Knights and Sith Warriors.

Willpower affects your force damage. Primary stat for Jedi Consulars and Sith Inquisitors.

Aim affects your ranged (ie firearms) damage. Primary stat for Troopers and Bounty Hunters.

Cunning affects your tech (ie gadgets & grenades) damage. Primary stat for Smugglers and Imperial Agents.

Strength: This is your basic Melee class stat. This stat modifies your Melee damage bonus and your Melee critical chance. This is the primary stat for Jedi Knights and Sith Warriors.

 

Primary Stats

Strength -Increase damage dealt in melee combat and also increases your critical hit chance with melee attacks. This is the primary stat of the Jedi Knight and Sith Warrior.

Presence – Increases Companion Health, Damage, and Healing. This stat only effects your companion’s strength, and is ideal for soloing sets.

Aim – Increases ranged damage dealt and increases your critical hit chance with ranged weapons. This is the primary stat of the Trooper and Bounty Hunter.

Cunning – Increases damage dealt with technological abilities. This is the primary stat of the Imperial Agent and Smuggler.

Endurance – Increases your total health and your health regeneration rate.

Willpower – Increases the damage dealt and healing strength of Force abilities. It also increases the critical hit rate of force attacks. This is the primary stat of the Sith Inquisitor and Jedi Consular.

Expertise – Expertise increases the amount of damage and healing you do as well as reduces the amount of damage you take in PvP combat. This is a stat that appears on every PvP set.

 

 

Secondary Stats

Absorption – Increases the strength of your shield, allowing it to absorb more damage.

Accuracy Rating – Increases your chance to hit with attacks. Once you reach the hit cap, accuracy starts reducing enemy armor or resistance (for spells). Any class which melees or uses regular ranged attacks will want to take this to a minimum of 105% for full accuracy and at least some armor reduction.

Alacrity – Alacrity rating is a haste effect. It does seem to reduce the global cooldown on some channeled spells (even those that are only 1.5 seconds), but it does not seem to help for instant attacks. Not sure if this is a bug or if it just requires a lot of alacrity to get a noticeable difference in this area.

Armor – Armor reduces the amount of damage you take from kinetic (i.e. melee hits, many Jedi force abilities) and energy attacks (i.e. blaster fire, force lightning attacks). Armor does not reduce the effect of attacks which deal Internal or Elemental damage.

Critical Rating – Increases your likelihood to get critical hits with every type of ability (i.e. melee, force, heals, etc.)

Defense Rating – Increases parry and deflect rates. Deflect is simply parry for ranged attacks.

Force Power – Increases the strength of force abilities (both offensive and healing).

Power – Increases the strength of your all attacks, whether they be force attacks or non-force attacks, or even melee hits. It is a powerful stat but does not appear often.

Shield – Increases the chance for your shield to become active during an attack.

Surge – Increases your critical hit bonus – i.e. crits do more bonus damage than normal hits. This is a weak stat with weak gear, and gets much better as your crit and gear increase in strength. It is also better for PvP since burst damage is important when it comes to taking out enemy players.

Tech Power – Increases the strength of tech abilities (both offensive and healing).

 

 

 

source: http://crewskills.net/guides-and-overviews/swtors-basic-game-stats-matter/#more-103

source2: http://www.swtorstrategyguide.net/swtor-stats-guide/

 

5. Fun & usefull facts:

Your helmet is the only item slot you can hide, and its visibility is controlled through the Social section of the game’s options window. Note that some helmets affect your voice; this effect goes away if you hide the helmet.

 

If you’re playing a class with stealth abilities, your stealth will cover your companion too.

you can equip bound items to your companions as well as your own character.

Note that companions have their own gear restrictions based on their ‘class’; even if you’re a heavy armor user, your companions might use medium or light armor.

 

Every green schematic that you have has a corresponding blue schematic. To unlock the blue schematic, you have to Reverse Engineer a crafted green item and get lucky. Then, once you can manufacture blue items, you can reverse engineer them for purple schematics.

When crafting armor or weapons, you have a chance of “critting” which puts a mod slot on the item for augments. Augments are gathering from Slicing.

 

source: http://www.torhead.com/guides/swtor-for-the-wow-player

source2: http://www.forcejunkies.com/2011/12/22/intro-to-crew-skills-gathering-missions-and-crafting/#more-4030

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Glad it was all useful :) If you liked that lot, you might like to check out my blog - the OP cited links in his posts, and there's a link in my sig as well. I try to keep it useful, at any rate!
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  • 2 weeks later...
  • 3 months later...
I have been searcing for an answer to this question for so long.. does anyone know what the stats of armor translate into.. ie

 

+10 endurance would equal what in health? and that sort of thing lol

 

+10 endurance = + 100 health

 

+1 attribute equeal +10 stats :)

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Annoying!!!!

 

These kinds of threads are verf usefull and could use à bump time to time.

 

I agree with you, but the post is not completely up to date due the game changes since december.

Personally i'd rather not misinform people, that's all.

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but the post is not completely up to date due the game changes since december.

Personally i'd rather not misinform people

 

I would agree to this too.

 

 

and also there's stuff like this:

4. stats

stats by class

Strength affects your melee (ie hand-to-hand) damage. Primary stat for Jedi Knights and Sith Warriors.

Willpower affects your force damage. Primary stat for Jedi Consulars and Sith Inquisitors.

Aim affects your ranged (ie firearms) damage. Primary stat for Troopers and Bounty Hunters.

Cunning affects your tech (ie gadgets & grenades) damage. Primary stat for Smugglers and Imperial Agents.

Strength: This is your basic Melee class stat. This stat modifies your Melee damage bonus and your Melee critical chance. This is the primary stat for Jedi Knights and Sith Warriors.

This has been inaccurate since BEFORE the game release. Well, you could kind of say, it's the half truth, but it gives the wrong idea to "new" players who don't understand the stats, since it does not correctly explain how the primary stats work.

It is because of faulty guides like these that we often run into people who insist on wearing aim on a smuggler or strength on an assassin, which is of course just bad.

 

One more time:

For each class their own primary stat will increase the effectiveness of more different types of abilities than it does for other classes.

Basically their own primary stat will increase damage and crit to both melee and force abilities (for force users) or both ranged and tech abilities (for tech users) while other classes primary stat would increase just one of these, which is why each class needs only their own primary stat in their gear out of the 4.

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I have a question

 

Does it matter if I keep lets say an orange robe medium armor from level 10, and then take a purple item tahts my current level, and then input the mods into that old armor, will the stats be the same?

 

and how different is it for lets say a jedi sent to use light armor as compared to mediium? it seems as long as the mods and armors etc are the same, the stats shouldnt be changed ? except for the itemised stat?

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