Jedi Archive
Thread: [Jedi FAQ Pub19 Edition] ---------- A resource for all Jedi ---------- (Updated: 7/5/05)
- Updated Defender section with action/mind costs and all info about abilities
- UpdatedEnhancer section with action/mind costs, force costs, timersand all info about abilities
- UpdatedHealer section with action/mind costs, force costs, timersand all info about abilities
- Note: All data kindly provided by MsNil

- Updated Lightsaber section with new damage (includes elemental), dps, force costs, dpf, action/mind costs
- Added "10% bonus XP loss if killed by BH while inspired" to XP loss section
- Added explanation of "A/M%" to General Info section
- 7/5 - Removed high level SBD bug from general bugs section (SBD on Corvette now have correct level)
Section 2: General Bugs
Section 3: FS Skills & Jedi Initiate
Section 4: Lightsaber (Updated)
Section 5: Force Powers
Section 6: Force Defender (Updated)
Section 7: Force Enhancer (Updated)
Section 9: FRS Info
Section 11: Earning/Losing Jedi XP (Updated)
Section 12: Jedi skill tapes
Message Edited by Qubitt on 07-06-2005 09:25 AM
SECTION 1 - GENERAL INFO:
I've been collecting information on the CURB and thought I'd throw it all together into a post for others to use. Hope you all enjoy it.
Purposes:
- To provide numerical data and supporting information about all current Jedi skills/abilities and disciplines
- To outline the numerical tweaks required to balance disciplines
- To highlight current bugs with jedi skils/abilities
Explanation of States:
+Stun+:Stops all action regeneration[CURRENTLY BUGGED]
+Dizzy+ = Greatly reduces defense and slightly reducesaccuracy[CURRENTLY BUGGED]
+Blind+ = Slightly reduces defense and greatly reduces accuracy[CURRENTLY BUGGED]
+Intimidate+ = Reduce damage dealt by 20%
Bleed / Fire / Poison = Health DOT (Damage Over Time)
+Snare+ = Slow movement speed
+Root+ = Stop all movement
Armor Break = Reduced Armor effectiveness (affects both physical and "Innate Armor")
Post-CURB, accuracy is useful in 2 ways:
- Higher accuracy increases to-hit chance
- If attacker's accuracy is greater than defender's defense (melee/ranged), extra damage is added to the hit.
There are also to-hit and damage modifiers based on relative Character Levels of attacker and defender.
Defense vs Accuracy reduces Damage Range:
Every weapon has a damage range, which is the minimum-maximum amount of damage the weapon can deal (before any modifiers from special abilities).
The higher an attacker's accuracy vs the defender's defense, the closer the actual damage is to maximum damage.
The lower an attacker's accuracy vs the defender's defense, the closer the actual damage is to the minimum damage.
egA lightsaber has482-578 damage range:
In a case when the defense vs accuracy is very close (eg 200 melee accuracy and 200 melee defense), the saber will do "578" damage.
But the further defense is above the attacking Jedi's accuracy, the further that value will be moved towards 482.
The shorter the range between min and max, the less effect defense will have on reducing the damage. The longer the range between min and max, the more defense will reduce the damage.
Armor rating:
~6000 is good armor (for crafted armor)
Battle +-0
Recon +1000 Energy, -1000 Kinetic
Armor Conversion:
2000 = 20.0% <- Jedi Initiate
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0%
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60%
NOTE: All damage values are based on pvp damage of lvl80 Jedi vs. lvl80 non-Jedi unarmored player.
Time = Time to use skill = time between skill activation and being able to use another ability (using the same ability twice in a row takes 1.5x as long)
DPS = Damage Per Second - How quickly you can deal damage
DPF = Damage Per Force (point) - How force-efficient the damage is
(Imp.) = Improved
(Adv.) = Advanced
A / M%= Action/Mind cost (% of total Action/Mind)
Calculations are rounded to 1 or 2 decimal places where appropriate.
When possible, bugs are listed in order of relative importance.
Message Edited by Qubitt on 07-02-2005 03:27 PM
General (not Jedi-specific, but affecting Jedi) bugs:
2) +STUN+ state has no effect: The State +STUN+ have no effect on player's HAM regen rates. It is meant to reduce action/mind regeneration rates. [Expected to be fixed in upcoming patch]
3) There is no combat spam for mezzes, making it impossible to track them in the combat log.
4) Character Sheet shows uncapped results: With a full BE dress the Character Sheet shows "+64 Defense", although there is meant to be a cap of "+25". This is misleading and creates confusion.
General (Jedi-specific) bugs:
Effect: Killing creatures in PvE is very slow for Jedi, especially solo. This also causes a lot of "downtime" between each kill where the Jedi must wait to regenerate the large amount of force consumed (because each attack doesn't do much damage, so a lot of force is needed for each kill).
Fix - Raise damage output on all Jedi abilities to at least be in line with that of other professions.
Message Edited by Qubitt on 07-06-2005 09:22 AM
Name Damage DMGx Time DPS base_fc FCx FC DPF A/M% Type States
Saber Hit 569 1.00 ? ? 5 0.2 7 114 6/3 Single
Sabert Strike 740 1.30 ? ? 10 1.0 20 37 9/3 Single
Saber Body Hit (Imp.) 1024 1.80 ? ? 12 1.25 22 47 9/3 Single
Saber Head Hit (Imp.) 1024 1.80 ? ? 12 1.25 22 47 9/3 Single
Saber Leg Hit (Imp.) 1024 1.80 ? ? 12 1.25 22 47 9/3 Single
Saber Slash (Imp.) 239 0.42 ? ? 15 1.25 28 8.5 12/3 DOT Bleed
Saber Blind (Imp.) 285 0.50 ? ? 15 1.25 28 10 12/3 Single Blind
Saber Swipe (Imp.) 400 0.70 ? ? 15 1.25 28 14 14/3 Single Dizzy
Saber Sweep 285 0.50 ? ? 15 1.25 28 10 14/3 Single Knockdown
Saber Throw ? ? ? ? 20 1.5 55 ? 9/3 Single
Saber Throw (Imp.) 1025 1.80 ? ? 20 1.5 35 29 9/3 Single
Saber Throw (Adv.) 1082 1.90 ? ? 20 1.5 35 31 9/3 Single Knockdown
Saber Power Attack (Imp.) 1423 2.50 ?+2 ? 20 1.5 35 41 15/3 Single
Saber Spin Attack (Imp.) 683 1.20 ? ? 20 1.5 35 20 14/3 Area
Saber Armor Break ? ? ? ? 20 1.5 35 ? 14/3 Single -45% Armor
Saber Armor Break (Imp.) 285 0.50 ? ? 20 1.5 35 8 14/3 Single -65% Armor
Saber Stun Strike (Imp.) 285 0.50 ? ? 20 1.5 35 8 12/3 Single Stun
Saber Dervish 968 1.70 ? ? 25 1.5 40 24 14/5 Area
Power Crystals:
These can be looted from the following NPCs:
-
Tuskens (Tatooine)
-
Nightsisters (Dathomir)
-
Spiderclan (Dathomir)
-
Singing Mountain Clan (Dathomir)
-
Ewoks (Endor)
-
Korga(Endor)
-
Janta (Dantooine)
-
Kunga (Dantooine)
-
Various Wild Force Wielders on Dantooine (Dantooine)
-
Lokian Pirates (Lok)
-
High Level Corvette Mobs (Corvette)
-
NPC Dark Jedi/Light Jedi (Various, Dathomir)
All Power crystals appear White and their grade can only be viewed by someone with at least Jedi Initiate. Higher grade crystals are likely to be tuned to have better stats, although there is a wide range of values for outcomes of tunes.
These are the possible grades,from worst to best: Poor, Fair, Good, Quality, Select, Premium, Flawless
Pearls:
These are functionally identical to Power crystals, however they are only lootable from Krayt Dragons (Tatooine).
They are meant to have slightly higher maximum stats than an equivalent-quality power crystal. (Crystal max damage = 110, Pearl max damage = 120)
Color Crystals:
These can be looted from the following NPCs:
-
Hutt Expedition Force Surveyor (Yavin IV)
-
Hutt Expedition Force Leader (Yavin IV)
-
Lost Aqualish Bomber (Talus)
-
Lost Aqualish Marksman (Talus)
-
Lost Aqualish Marshal (Talus)
-
Lord Nyax Disciple (Corellia)
-
Marooned Pirate Engineer (Lok)
-
Weequay Captain (Tatooine)
-
Alkhara Champion (Tatooine)
-
Binayre Swindler (Talus)
-
Binayre Chief (Talus)
-
Narmle Commander (Rori)
-
Nym Surveyer (Lok)
-
Brigand Leader (?)
-
Mokk (Dantooine)
-
Marauder (Endor)
-
Jinda(Endor)
- Red = Heat
- Dark Red = Heat
- Orange = Heat
- Brown = Heat
- Sunrider's Destiny(Aqua) = Heat
- Blue = Cold
- Dark Blue = Cold
- Yellow = Cold
- Dark Yellow = Acid
- Light Green = Acid
- Dark Green = Acid
- Light Purple = Electrical
- Dark Purple = Electrical
- Bane's Heart(Pink) = Electrical
Message Edited by Qubitt on 07-02-2005 02:20 PM
Name Time Duration(secs) FC A/M% States/Effects
Dominate Mind ? ? ? Increase agro of mob to you
Dominate Mind (Imp.) ? ? 125 4/0 Increase agro of mob to you
Force Aura ? ? ? Increase defense by 250.00 points
Force Aura (Imp.) ? 45 150 4/0 Increase defense by 500.00 points
Force Valor ? ? ? +15 Lightsaber Block (+drains FC on successful block - working?)
Force Valor (Imp.) ? 60 150 4/0 +25 Lightsaber Block (+drains FC on successful block - working?)
Avoid Incapacitation ? 30 1000 0/10 Cannot be incapacitated, snared [+1.00 Avoid Incapacitation]
Type of power: Buff
If the power is re-used: Takes force. Timer is extended
You are using the power of the Force to remain concious at all costs.
Modify Avoid Incapacitation by 1.00 points.
Modify movement speed.
Dominate Mind (+imp) 125fc A4% 12 cooldown
Type of power: Attack
Increases aggrevation on PvE target.
Force Aura (+imp) 150fc A4% 45sec
Type of power: Buff
If the power is re-used: Takes force. Timer is extended
The power of the Force surrounds you, giving you a defensive advantage.
Modify defense by 500.00 points.
Force Defense skillmod
"This skill mod affects your ability to defend yourself from Force attacks."
Force Valor (+imp) 150fc A4% 60sec
Type of power: Buff
If the power is re-used: Takes force. Timer is extended
The power of the Force emboldens your spirit and guides your arm to block incoming fire.
Modify Saber Block by 25.00 points.
Innate Jedi Armor skillmod
"This mod will decrease the amount of damage you take when fighting. Wearing physical armor will remove all benifits gained from this skill. This skill does not provide cummulative benefits with Innate Teras Kasi armor."
Jedi State Defense skillmod
"This skill mod increases a Jedi's natural resistance to all states."
Melee Defense
"This mod improves your defense against melee attacks."
Ranged Defense
"This mod will make you harder to hit with ranged weapons."
- The +70 Innate Armor at Master Defender includes +20 given at Jedi Initiate.
- Jedi Innate Armor doesn't stack with Tera Kasi Innate Armor.
- Jedi Innate Armor only applies when not wearing any armor (items).
Message Edited by Qubitt on 07-02-2005 03:59 AM
Defensive abilities:
Name Duration FC Type resisted Effects
Force Absorb 30 secs 50 Force Powers Gain force from damage received
Force Absorb (Imp.) 1 min 100 Force Powers Gain force from damage received
Force Armor 15 mins 75 Regular Damage +2000 Armor *Costs ?% force
Force Armor (Imp.) 30 mins 150 Regular Damage +4000 Armor *Costs 8% force
Force Shield 15 mins 75 Force Powers Mitigate force damage 25%
Force Shield (Imp.) 30 mins 150 Force Powers Mitigate force damage 45%
Force Resist Bleeding 15 mins 250 Bleed DOT +100 Resist, +25 Absorb vs Bleeding
Force Resist Disease 15 mins 250 Disease DOT +100 Resist, +25 Absorb vs Disease
Force Resist Poison 15 mins 250 Poison DOT +100 Resist, +25 Absorb vs Poison
Force Resist States 15 mins 250 Stun/Dizzy/Blind/Intimidate +25 State resist
Offensive abilities
Name Time(secs) Duration FC A/M% States/Effects
Force Speed ? 6 mins 150 Increase combat speed 15%
Force Speed (Imp.) ? 12 mins 300 Increase combat speed 25%
Force Feedback ? ? ? Reflect 65% force damage to attacker??
Force Feedback (Imp.) ? 1 min 100 Reflect 95% force damage to attacker??
Force Wave 2.8 20 secs 150 9/4 Snare
Force Wave (Imp.) ? 20 secs 150 9/4 Snare
Force Suppression 2.8 15 secs 225 9/4 Root
Drain Force ? Instant n/a 7/0 Drain 300-400 force from target 12sec timer
Stasis ? 40 secs 275 9/10 Paralyse (no movement/attacking) 10sec timer
Other Enhancement abilities:
Name FC A/M% States/Effects
Force Run 80 15/0 Improve run speed/ +33 terrain negotiation
Force Run (Imp.) 175 15/0 Improve run speed/ +66 terrain negotiation/ 99% damage reduction
Force Run (Adv.) 480 15/0 Improve run speed/ +99 terrain negotiation/ 99% damage reduction
Transfer Force 4/0 Transfer 150-225 force to another jedi (17m range) 10sec timer
Channel Force +500 Reduce HAM temporarily to gain force
Force Meditate n/a 3x force regen rate
Regain Consciousness 1000 Revive user from death, reduced force regen rate for 30mins after use
Channel Force: Heals 500 Force (instant)
HAM Reduction:
-300-400 health
-200-250 action
-200-250 mind
Note: You always recover in 3min from your last channel, regardless how little/much you channel.
Its difficult to say if the "max" is 1000 or 3000, but your total pool of action is decreased along with your current pool.
Drain Force 0fc A7% 12s cooldown 32m
Type of power: Damage (force)
Reference: http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=948006
Force Absorb (+imp) 100fc 1min self
Regular: 45fc 30sec
Type of power: Buff
If the power is re-used: Power is shut off
"You are absoring power from Force attacks directed against you."
No description of effect.
Force Armor (+imp) 150fc* 30min self
Type of power: Buff
If the power is re-used: Power is shut off
"You use the Force to protect you against physical attacks."
No description of effect.
Adds +4000 Armor (+28%)
* 8% force taken for each mitigation.
Force Feedback (+imp) 100fc 1min self
Type of power: Buff
If the power is re-used: Power is shut off
"You stand ready to direct an amount of damage from Force attacks back to your opponent."
No description of effect.
Force Resist Bleeding 250fc 15min self
Type of power: Buff
If the power is re-used: Takes force. Timer is extended
"You use the power of the Force to increase your resistance to bleeding."
Modify Bleeding Resistance by 100.00 points
Modify Bleeding Absorption by 25.00 points
Force Resist Disease 250fc 15min self
Type of power: Buff
If the power is re-used: Takes force. Timer is extended
"You use the power of the Force to increase your resistance to disease."
Modify Disease Resistance by 100.00 points
Modify Disease Absorption by 25.00 points
Force Resist Poison 250fc 15min self
Type of power: Buff
If the power is re-used: Takes force. Timer is extended
"You use the power of the Force to increase your resistance to poison."
Modify Poison Resistance by 100.00 points
Modify Poison Absorption by 25.00 points
Force Resist States 250fc 15min self
Type of power: Buff
If the power is re-used: Takes force. Timer is extended
"You use the power of the force to increase your resistance to detrimental states of mind."
Modify States Resistance by 25.00 points
Advanced Force Run (+imp/adv) 470fc A15% (no drain) self
Type of power: Buff
If the power is re-used: "Power is toggled off."
"You harness the power of the Force to run faster."
Modify movement speed.
Modify Terrain Negotiation by 99.00 points.
(Reduces Damage Output with -99%)
Force Speed (+imp) 300fc 12min self
Type of power: Buff
"You use the power of the Force to increase the speed of your attacks."
Modify combat speed by 25.00 points
Force Suppression (+imp) 225fc A9% M4% 20sec target R32m 1 damage
Regular: Lasts 15sec
Type of power: Attack (Mezz, +Rooted+)
If the power is re-used: Takes force. Damage is done, nothing more.
Can be reapplied in: 10 seconds
"The power of the Force has stopped you in your tracks."
Modify movement speed.
Force Wave (+imp) 150fc A9% M4% 20sec target R32m 1 damage
Regular: Appears to reduce less movement, 150fc, 20sec.
Type of power: Attack (Mezz, +Snared+)
If the power is re-used: Takes force. Damage is done, nothing more.
Can be reapplied in: 10 seconds
If the power is re-used: Takes force. No more.
"A wave of kinetic Force energy has slowed you down."
Modify movement speed.
Regain Conciousness 1000fc self
Revive self
Reduces Force Regeneration for awhile.
Stasis R32m 275fc A9% M4% 40sec target R32m x1.0 saberdamage
Type of power: Attack (Mezz, +Rooted+)
If the power is re-used: Damage is done, power breaks
Can be reapplied in: 0 seconds
The power of the Force has paralysed you.
Unable to take action
Modify movement speed
Transfer Force 150-225fc A0% M4% 10sec cooldown target 17m
Type of power: heal (force)
Transfer 150-225force to target
Force Meditate 0fc self
Type of power: heal (force)
If the power is re-used: You are already in a meditative state.
"You clear your mind and focus, increasing the rage of your Force power regeneration."
No description of effect.
Boost regenerate with x3
Force Shield (+imp) 150fc 30min
Type of power: Buff
If the power is re-used: Power is shut off
"You form a shield that helps guard you against Force attacks."
No description of effect.
Havnt tried forcedrain on this power
Message Edited by Qubitt on 07-02-2005 03:33 AM
Offensive abilities:
Name Time(s) Duration(secs) FC A/M% Type States/Effects
Force Sap 5 30 175 1/8 Debuff -15% Action regen/ -15% mind regen?
Force Sap (Imp.) 5 60 175 1/8 Debuff -35% Action regen/ -30% mind regen
Force Shock 5 1 125 1/8 Debuff Reduce State Defense by 20
Force Shock (Imp.) 5 2 125 1/8 Debuff Reduce State Defense by 40
Healing abilities:
Name Amount healed Time(s) HPS FC A/M% HPF Type Effects/States Healed
Force Heal 500 6 83 10* 0/9 8.3 Heal
Force Heal (Imp.) 1000 6 167 10* 0/9 9.1 Heal
Force Heal (Adv.) 1500 6 250 10* 0/9 9.4 Heal
Force Wound Heal 250 wounds 6 42 113 2.2 Heal
Force Wound Heal (Imp.) 500 wounds 6 83 100 0/3 5 Heal
Force Infusion 130/tick 24 32.5 10 78 HOT One tick every 4 seconds
Force Infusion (Imp.) 240/tick 48 60 10 0/12 288 HOT One tick every 4 seconds
Force Extinguish 6 75 Cure Removes Fire DOT
Force Extinguish (Imp.) 6 50 0/5 Cure Removes Fire DOT
Stop Bleeding 6 75 0/5 Cure Removes Bleed DOT
Cure Disease 6 75 0/5 Cure Removes Disease DOT
Cure Poison 6 75 0/5 Cure Removes Poison DOT
Heal States 6 75 0/5 Cure Removes States
Total Heal Total(3000) 6 500 325* 4.1 Heal/Cure Damage/wounds/bf/states/DOTs
Note: Listed HPF for Heals is based on healing max amount.* Additional forcecost:
+1 per 10 damage
+1 per 10 wounds
+1 per 10 battlefatigue
+50 for bleed
+50 for disease
+50 for poison
+50 for dizzy/blind/stun/intimidate
Force Cure Disease 75fc M5% target
Type of power: Heal
Heal Disease instantly
Force Cure Poison 75fc M5% target
Type of power: Heal
Heal Poison instantly
Force Extinguish (+imp) 50fc M5% target
Type of power: Heal
Heal Fire instantly
Force Heal (+imp/adv) 10fc* M9% target
Type of power: Heal
Heal up to 1500 damage on the target.
* Base Force Cost: 10
Force Cost: +1 per 10 damage healed.
Force Heal States 50fc M5% target
Type of power: Heal
Heal blind/dizzy/stun/intimidate on target
Force Infusion (+imp) M12% 10fc target
Type of power: Heal
If the power is re-used: "You already have a similar Force enhancement active."
"You use the Force to infuse yourself with health."
Heal 250 damage on the target, each 4 sec for 48sec.
Force Sap (+imp) 150fc A1% M8% 1min target
Type of power: Attack (Debuff)
If the power is re-used: Force is taken, timer is extended.
"You feel sluggish as the Force saps away your energy.
Modify Mind regeneration by -30.00%
Modify Action regeneration by -35.00%
Force Shock (+imp) 100fc A1% M8% 2min target
Type of power: Attack (Debuff)
If the power is re-used: Force is taken, timer is extended
"The power of the Force enters your mind, leaving you vulnerable."
Modify State Resistance by -40.00 points
Force Wound Heal (+imp) 25fc* M3% target
Type of power: Heal
Heal wounds upon the target.
* Base Force Cost: 25
Force Cost: ? per 10 wounds healed.
Stop Bleeding 75fc M5% target
Type of power: Heal
Heal Bleed instantly
Total Heal 325fc* M14% target 16m
Type of power: Heal
Heal all damage, wounds, battlefatigue, states and dots upon target.
* Base Force Cost: 325
Force Cost: +1 per 10 damage/wound/battlefatigue healed. +50 for states, +50 for bleed, +50 for disease, +50 for poison
Message Edited by Qubitt on 07-02-2005 04:04 AM
SECTION 9 - FRS INFO:
The Force Ranking System (FRS) includes the Jedi Knight Trials and progression through Force Ranks as a Light/Dark Jedi.
Post CURB, each FRS rank is meant to give a bonus to +Lightsaber Block, to a maximum of +60 Lightsaber Block (excludes skill bonus from lightsaber tree and Force Valor). This would grant a total +85 Lightsaber Block for a Master Lightsaber Jedi at the highest rank, but this could go higher using Force Valor or CAs that give +Lightsaber Block.
The FRS was disabled for the CURB due to technical issues involving the respec process, and is intended to be re-enabled "with improvements" in the future (according to the devs). No information about specifics of changes have been made.
UPDATE: It was recently stated by devs that a "new design" for the FRS was recently submitted to Lucas to get the "OK". (This may mean they are "revamping" the FRS, whichcouldmakeit take longer to code/test before we see the FRS back on live servers)
No ETA has been given.
It is unknown whether Jedi who were Knights pre-CURB will need to redo their trials to become a Jedi Knight again.
Until FRS is re-enabled, it is impossible for a Jedi Padawan with a "full" template of Jedi skills to progress any further in terms of personal advancement.
Until FRS is re-enabled, becoming a Jedi Knight is impossible. (Players who were Jedi Knights pre-CURB still retained their "Jedi Knight" title)
Message Edited by Qubitt on 06-11-2005 02:19 PM
SECTION 10 - VISIBILITY & BOUNTY HUNTERS
Visibility:
Visibility is a measure of how active Jedi have been near NPCs & other players. As a Jedi uses their abilities in public, their Visibility increases to a point where they "get on the terms", meaning Bounty Hunters can take up a bounty mission to hunt that Jedi down.
You gain visibility by equipping a lightsaber, initiating combat with a lightsaber, and using any Jedi-related skills that consume Force power within range of other players or NPC's. You will gain a little at a time for using it in front of a few people. Do it in front of a lot of people (like in a starport) and you will almost immediately appear on the BH Terminals.
The range for visibility is 32 meters. Performing any of the above acts in front of PC/NPC’s within that range will increase your visibility.
The increase to a Jedi's Visibility Value (JVV) is determined as follows:
-
An opposing faction member who views this action will add the full value of the action to the Jedi Visibility Value. -
ACivilian PC or non-animal NPC will increase the JVV by 50% of the action's Jedi Visibility Modifier. -
A same-faction PC or non-animal NPC will increase the JVV by 25% of the action's Jedi Visibility Modifier.
Being grouped with a PC or non-animal NPC who is viewing this action has no influence on how Jedi Visibility is obtained. In other words, group members will still increase your visibility regardless.
Note that forCivilian Jedi everyone else is consideredCivilian when calculating the increase to visibility. No one is considered to be of an allied or opposing faction and will always increase the JVV by 50% of the action’s Jedi Visibility Modifier.
Visibility decays over time, taking three weeks to decay fully.
Jedi Bounty Missions:
Once you have gained enough visibility you will appear on the Bounty Hunter Terminals, where up to five BH's can pick up the mission and try to hunt you down to kill you.
Bounty Hunters with a mission will gain a BH TEF (Temporary Enemy Flag)that allows them to freely attack the Jedi that they have a mission for.
Once the BH attacks the Jedi the BH TEF will be shared, allowing the Jedi to attack the BH back.
At this point both players will be put in a healing “lock down” situation, where outside parties (including group members) cannot perform healing or beneficial actions on either player. You can still be attacked though if you are PvP Enabled - Special Forces.
The healing “lock down” is supposed to be removed once the battle ends.
If the BH kills you he will complete the mission and receive the reward. Your Visibility should be reset after this and all other BH’s with your mission should fail it.
If you kill the BH, then only that BH will fail the mission and lose the BH TEF on you. All other BH’s with your mission will maintain it and your Visibility will still remain the same.
Jedi must deathblow BH’s in order to make them fail their mission.
There are currently many problems with BH Jedi Missions, such as triple incapping a Jedi to avoid losing the BH TEF, the BH TEF not clearing after killing the Jedi, healing being allowed through the “lock down”, entering private structures during combat, and so on... (as well as the potential for griefing)
SECTION 11 - EARNING/LOSING JEDI XP
Earning Jedi XP:
Currently full XP is granted for a kill if the player hits the creature (with a damaging attack) at least once. If multiple people attack the same creature, the person who does most damage gets full xp (ie xp/loot rights) and others get none. Players that are grouped count as "one person" for determining xp/loot rights, so if only one group kills a creature, every person in the group gets full xp.
Higher level creatures grant more XP.
A 10% bonus XP is granted for every level the creature is above the player's lvl (So getting CL82 missions is better than CL80 missions).
An additional 5% bonus XP if NPC was a aggressive/assists nearby NPCs
An additional 5% bonus XP if was a killer (ie Deathblows an incapacitated player)
Inspiration buffs (by watching/listening to entertainers) grant an additional 10% bonus XP.
Killing creatures 10 or more levels LOWER than your own grants no xp.
If you use any non-Jedi abilities in combat, you will gain an amount of the relevant xp, but this subtracts from the Jedi XP earned per kill. (eg using medic abilities like Bacta Stim to heal in combat might give you 200 medic xp, but then you'd only get 800 Jedi XP; instead of the full 1000 Jedi XP if you'd only used your lightsaber)
Losing Jedi XP:
Jedi now only suffer XP loss due to being Deathblowed (DB'd) by a Bounty Hunter who has the Jedi's Bounty mission.
No Jedi XP is lost from cloning!
Dying in PvE, regular PvP (not BH) and in space causes no xp loss.
How XP loss is calculated:
Payout for Jedi Missions is now 1000 times the number of skill points the Jedi has devoted to Jedi skills (doesn't includeForce Sensitive skills). The maximum payout(for a Padawan) is 226,000 credits.
Jedi experience loss for dying from a BH with a mission is twice the payout of the mission, or rather 2000 times the number of skill points the Jedi has spent on Jedi skills (unless they've been killed by a BH recently, then it's the minimum loss - BUGGED?).
Maximum XP loss: -452,000 XP (Jedi Padawan with all skill points spent on Jedi skills)
This penalty is incurred at the moment the BH deathblows the Jedi, so Regain Consciousness penalties still apply as well if used.
WARNING: If a BH kills you while you have inspiration buff, you also lose an additional 10% XP.
If a Jedi is defeated by a BH their payout will default to the minimum (25K) for a3 days.[BUGGED]
Negative XP:
Unlike any other type of XP, Jedi XP can "fall below 0", such that the Jedi has "negative Jedi XP". This negative XP debt, or "hole" must be reduced to 0 by earning Jedi XP normally before the Jedi starts earning "positive" Jedi XP.
eg if you're Jedi XP = -100,000 then you must earn 100,000 Jedi XP before you will start earning "positive" Jedi XP (towards spending on skills)
The cap for negative XP is -10 million and it will not 'decay', so be careful!
Message Edited by Qubitt on 07-02-2005 03:16 PM
Added in the CURB are Jedi skill tapes, which are Clothing Attachments (lootable from various MOBs) that grant bonusses to various Jedi Skills. These CAs can be placed in clothing with Sockets, and can grant a maximum bonus of +25 to almost any single Jedi skill.
Current known Jedi-mods on CAs:
- One Handed Lightsaber Speed
- One Handed Lightsaber Accuracy
- Two Handed Lightsaber Speed
- Two Handed Lightsaber Accuracy
- Double Bladed Lightsaber Speed
- Double Bladed Lightsaber Accuracy
- Lightsaber Block
- Lightsaber Experimentation
- Lightsaber Assembly?
- Force Accuracy (accuracy when using Force powers)
- Force Power Max [BUGGED]
- Force Power Regeneration
Non-Jedi mods that are useful to Jedi:
- General Melee Accuracy (Lightsabers)
- General Melee Speed (Lightsabers)
- General Ranged Accuracy (Force Powers)
- Melee Defense [BUGGED]
- Ranged Defense [BUGGED]
- Terrain Negotiation
Notes:
Holocrons - A holocron can be used by a Jedi once every 23 hours to fully refill his force bar to 100%. Each holocron is used once and is destroyed on use.
Planetary Occupation and Contraband Scans:
Several static cities have NPC’s in them that can perform contraband scans. If you are found with contraband there will be actions taken against you...
Contraband items are things such as sliced weapons and armor, spices, and Lightsabers.
The penalties for being caught with contraband depend mainly on your factional alignment and which faction currently controls the planet and city (you can tell by looking at the banners around cities). If you are aligned or a Civilian then you will simply be fined for being caught with contraband. However, if you belong to the opposing faction then the scanner will attack you and call in NPC support as well. There are slightly different rules though if you are discovered to be a Jedi...
Imperial aligned scanners will call in support against all Jedi, while Rebel aligned scanners will only call in support against Imperial Jedi (not Rebels or Civilians). These NPC’s will be much tougher than the usual support.
However, there are certain factors that can allow you to avoid contraband being discovered. First of all, if you are aligned to the faction, then your faction rank can help you to pass scans. Smuggler’s skills in the underworld let them conceal contraband on themselves and group members close to them. Force Sensitives with Heightened Senses in Persuasion can sometimes fool scanners into passing over their contraband. Finally, all Jedi have an innate ability (automatic event) where they may try to use a “mind trick” to convince a scanner that they are not carrying any contraband.
Shrine Locations:
Coreillia:
-7391 -3938
6092 -5578
-6907 4527
-2384 6393
6300 6687
Naboo:
-6859 -1937
-2582 -6184
2377 -473
7182 –234
Tatooine:
-6505 -3667
5264 113
5632 6015
5958 -5685
-3622 5280
Talus:
-5785 4478
-5449 -3239
318 5842
5760 -5208
Rori:
-6375 6403
-4496 -7531
307 -978
-926 6046
6854 -1221
Dantooine:
-6173 4120
2163 7548
2640 -1536
-6999 -5269
-1814 -6202
Lok:
-2132 5938
5455 3805
-5806 1977
-3641 -6030
4978 -5674
Yavin IV:
-3362 6914
6455 6423
-4585 -3761
2389 -4934
Endor:
-5055 -1703
-5627 4813
-3870 -4467
670 5548
5116 1923
Dathomir:
-4148 5926
1654 -5765
3087 4887
5570 -1514
-4961 -3493
Message Edited by Qubitt on 06-24-2005 11:43 PM
Training Lightsaber:
-
COMPONENT________________RESOURCES____________1HAND -
Emitter Shroud___________Mineral_________________10 -
Primary Crystal__________Refined Crystal Pack_____1 -
Activator Mechanism______Metal___________________10 -
Handgrip_________________Chemical________________12 -
Focusing Crystals________Refined Crystal Pack_____1 -
Power Field Insulator____Gas_____________________10 -
Cycling Field Energizers_Metal___________________10
First Generational Lightsaber:
-
COMPONENT________________RESOURCES____________1HAND___2HAND_DBL-BLD -
Emitter Shroud___________Mineral_________________15______20______25 -
Primary Crystal__________Refined Crystal Pack_____1_______1_______1 -
Activator Mechanism______Metal___________________14______19______24 -
Handgrip_________________Chemical________________17______28______40 -
Focusing Crystals________Refined Crystal Pack_____1_______1_______1 -
Power Field Insulator____Gas_____________________20______30______40 -
Cycling Field Energizers_Metal___________________14______20______40
Second Generational Lightsaber:
-
COMPONENT________________RESOURCES____________1HAND___2HAND_DBL-BLD -
Emitter Shroud___________Metal___________________25______25______30 -
Primary Crystal__________Refined Crystal Pack_____1_______1_______1 -
Activator Mechanism______Non-Ferrous Metal_______18______18______42 -
Handgrip_________________Inert Petrochemical_____20______20______20 -
Focusing Crystals________Refined Crystal Pack_____1_______1_______1 -
Power Field Insulator____Known Inert Gas_________22______22______42 -
Cycling Field Energizers_Non-Ferrous Metal_______20______20______42
Third Generational Lightsaber:
-
COMPONENT________________RESOURCES____________1HAND___2HAND_DBL-BLD -
Emitter Shroud___________Ferrous Metal___________35______35______35 -
Primary Crystal__________Refined Crystal Pack_____1_______1_______1 -
Activator Mechanism______Titanium Aluminum_______20______20______28 -
Handgrip_________________Polymer_________________25______25______44 -
Focusing Crystals________Refined Crystal Pack_____1_______1_______1 -
Power Field Insulator____Culsion Inert Gas_______25______25______45 -
Cycling Field Energizers_Polysteel Copper________25______25______45
Fourth Generational Lightsaber:
-
COMPONENT________________RESOURCES____________1HAND___2HAND_DBL-BLD -
Emitter Shroud___________Duralloy Steel__________40______40______40 -
Primary Crystal__________Refined Crystal Pack_____1_______1_______1 -
Activator Mechanism______Titanium Aluminum_______22______22______30 -
Handgrip_________________Polymer_________________28______28______46 -
Focusing Crystals________Refined Crystal Pack_____1_______1_______1 -
Power Field Insulator____Culsion Inert Gas_______28______28______58 -
Cycling Field Energizers_Polysteel Copper________28______28______58
Lightsaber Experimentation:
-
Experimental Speed:
-
Attack Speed = CD 50%, OQ 50%
-
-
Maximum Damage = CD 33%, OQ 66% -
Minimum Damage = CD 33%, OQ 66%
-
SAC= OQ 100% -
Force Power Cost = CD 33%, OQ 66%
Lightsaber Crafting Toolkit:
-
Resources:
-
COMPONENT___________RESOURCES__TOTAL -
Assembly Enclosure__Metal_________10 -
Thermal Shielding___Mineral________6 -
Control Unit________Chemical_______8
-
-
Experimental Effectiveness:
-
Quality = CD 100%
-
A Refined Crystal Pack:
-
Resources:
-
COMPONENT_______________________RESOURCES__TOTAL -
Module Housing Assembly_________Steel_________10 -
Ultrasonic Vibration Generator__Gemstone______20 -
Conductive Circuit Assembly_____Copper_________6
-
-
No Experimental Properties
Notes:
-
Final Lightsaber Names:
-
Fourth Generation Lightsaber -
Two-Handed Fourth Generation Lightsaber -
Double-Bladed Fourth Generation Lightsaber
-
-
Lightsaber Resource Requirements Inconsistencies:
-
The Second Gen Double-Bladed requirements for the Activator Mechanism (42x Non-Ferrous Metal) and the Handgrip (20x Inert Petrochemical) seem reversed when compared to the other generations of Double-Bladed sabers. -
The requirements for the First Generation One-Handed and Two-Handed Lightsabers are different, while all other generations of the two sabers have the exact same requirements. Shouldn’t they be the same also, since they are basically the exact same hilt? -
The Third and Fourth Generations of the Double-Bladed Lightsaber have the exact same requirement for the Emitter Shroud as the One-Handed and the Two-Handed Lightsabers, shouldn’t it require slightly more resources (based on the first two generations)? -
Not to be too nit-picky, but shouldn’t all generations of the Double-Bladed Lightsaber require two Focusing Crystals?
-
Qualifying for Jedi Knight:
You must have at least two level 4 boxes in Jedi skills (so 2/2/2/2 across the Jedi skills won't allow you to "quickly" enter the FRS).
You must spend a certain amount of skill points on Jedi skills. Current reports from those that have qualified indicates that you must have at least 230 points spent on Jedi skills (includes FS skills). Note that as long as you meet this requirement you can spend the remaining 20 skill points on whatever other skills you want, even regular skills (such as Novice Brawler).
The purpose of the having these 20 skill points open is to allow you to modify your template after entering the FRS, if you so desire.
You cannot fall below Rank 0 or get "kicked out" of the FRS.
If you want to switch sides after joining the FRS or while doing the Knight Trials you must drop out of the FRS and start the Knight Trials again.
If you decide to leave the FRS you will retain the Knight title, but obviously lose the additional skill mods and the ability to wear the Knight robes. Note that if you decide you want to enter the FRS again you must redo the entire Knight Trials.
To leave the FRS you must drop all of your Force Ranking boxes in the skill sheet.
This is the list of MOBs that needed to be killed for the knight trials.
1) Tuken Raider x19
-
Tatooine -
Only Raiders count toward the trial, all other types do not (eg. Commoner, Captian, etc). -
Fort Tusken -
Jawa vs. Tusken battlefield (near mouth of the Krayt Graveyard) -
Wild spawns near Jabba’s Palace (and all over Tatooine) -
Tusken Bunker?
2) Ancient Bull Rancor x8
-
Dathomir -
Rancor Cave (-4100,-2000)
-
One spawns at entrance -
90 minuterespawn timer
-
-
"a pile of rocks" lairs
-
Near Rancor Cave (trench) -
Near Imp Prison (S-SW) -
Rancor Valley
-
3) Stintaril Prowlers x8
-
Yavin IV -
Wild spawns all over Yavin IV (mostly West of the Labor Outpost) -
Between the Labor Outpost and the Geonosian Lab -
Around the base of the mountain NW from the Labor Outpost
4) Blurrg Raptor x3
-
Endor -
Wild spawns all over Endor (mostly the center of the map)
5) Enraged Kimogila x3
-
Lok -
Wild spawns all over Lok (mostly around Mount Chaolt and the Southern hemisphere)
6) Peko Peko Albatross x2
-
Naboo -
Wild spawns all over Naboo (mostly the Northern part of the map) -
Near Kaadara and Keren
7) Graul Marauder x2
-
Dantooine -
Wild spawns (no lair)
-
All along West side of the map (before mountains) -
SW of Imp Outpost (~1000-1200m) -
S of Force-Crystal Hunters Cave -
S of the Abandoned Rebel Base
-
Choose Light or Dark Side
-
Note that in order to procede in the trials you must earn faction points and actually join either the Rebellion (Light side) or the Empire (Dark side), if you haven't already. -
You will not be made permanentPvP Enabledat this time.
8) Rebel Commando x47
-
Yavin IV, Mining Outpost (near tavern), respawn timer? -
Dantooine, Abandoned Rebel Base (4 patrolling around main building), respawn timer?
8) Stormtrooper Commando x47
-
Tatooine, Bestine (patrolling Imperial hilltop bunker), respawn timer? -
Naboo, Emperor’s Retreat (patrolling around hills), respawn timer? -
Corellia, Coronet, inside Capitol Hall, Garm Bel Iblis' missions (-246,-4569) (3 spawn from his last mission (6th), repeatable if you reset the quest each time) -
Rori, Rebel Outpost, Raxa's missions (?,?) (5 spawn from his 3rd mission, repeatable if you reset the quest each time)
9) Rebel General (regular, high, surface marshall) x22
-
Corellia, NPC GCW Base (near Bella Vistal (4700,-5700); if Rebel; 1 high general), 1 hour respawn timer -
Corellia, NPC GCW Base (near Bella Vistal (4700,-5700); if Rebel; 10-12 surface marshalls), 1 hour respawn timer
9) Imperial General (regular, high, surface marshall) x22
-
Naboo, NPC GCW Base (near the Lake Retreat; 1 surface marshall), ? respawn timer -
Corellia, NPC GCW Base (near Bella Vistal (4700,-5700), if Imperial; 1 surface marshall), 1 hour respawn timer (unconfirmed)
10) Rebel Rear Admiral x4
-
Corellian Corvette, Imperial Missions
10) Elite Novatrooper Commander x4
-
Corellian Corvette, Rebel Missions (2 per mission) -
Gold-trimmed Nova Dark Troopers
11) Acklay x1
-
Yavin IV -
Boss of Geonosian Lab (-6494,-418)
-
2 hour respawn timer
-
12) Nightsister Elder x1
-
Dathomir -
Wild spawns all over Dathomir (especially near the Nightsister Stronghold) -
Static spawns at the Nightsister Stronghold (up top in huts)
-
? respawn timer
-
13) Kiin'Dray x1
-
Dathomir -
Boss of Nightspider Clan Cave
-
Appears after killing the Reclusive Cavern Spider Queen -
Spider Queen has a 2 hour respawn timer
-
14) Giant Canyon Krayt x1
-
Tatooine -
Wild spawns (no lair)
-
Found in and around the Krayt Graveyard
-
-
Note: This appears to always be the last mission of the Knight Trials.
Jedi Knight Trials Complete!
-
Granted the "Jedi Knight" or "Dark Jedi Knight" title. -
Made permanentlyPvP Enabled - Special Forces(you can't goCombatant or On Leaveagain). -
Entered into the Force Ranking System and granted access to your side's Enclave.
FRS ADVANCEMENT:
QUOTE (JustG from the FRS designer):
In order to advance the player must first acquire the appropriate amount of experience. This experience is granted through PVP actions. The experience can also be lost through PVP defeats as well as not performing prescribed. Only Jedi within the FRS may earn or lose this PVP experience. Same-side PvP will generally not yield any XP exchange between players. The only exceptions are XP exchange as a result of either a dark side arena challenge or a dark side pvp "condition" – "petitioner sudden death" for instance. I.e. if two same-ranked petitioners in the force rankings kill one another, they should exchange XP.
Once the experience costs have been met, the player is eligible for advancement into the next higher Rank. Whenever an open slot becomes available for a Rank in which that player meets the requirements, he may petition for it. After 1day of open petitioning, every existing member within the Tier that is granting the advancement (with the exception of those petitioning) have 1 day to vote on their selection. Open petitioning is the phase of voting during which players interested in advancing, "put their names into the hat". After the petitioning phase, voting starts. Voting simply consists of indicating which player you think should get the spot. There are no "against" votes, only "for" votes. Think "tick marks". Votes within the rank of advancement count double. The player with the most votes is given 1 day to accept the promotion via the voting terminal. If he does not accept within the one day, his win is nullified and a new round of petitioning begins. In the advent of ties, the winner is randomly selected. If there is more than one seat open at the close of voting, the top vote getters each receive a chance to accept the promotion. In the advent that no seats are available at the voting close (someone was demoted into that slot), the highest vote getter is recorded. Once a slot is freed, he may immediately accept the promotion without further voting provided that he still meets eligibility for the new rank.
Within the Dark Rankings, this petitioning for a new Rank enables PvP among all candidates of also seeking that same position. If a Jedi slain by a rival candidate during this time, he is removed from the vote. All votes on him are transferred to the victor.
All Dark Jedi PvP conditions (currently the only condition active in the system is the "Petitioner Sudden Death" condition, mentioned above in connection with the voting system) are registered in the enclave. When a player comes online, the player object queries the enclave for his/her "PvP Condition Enemies". The player then activates a "permanent" enemy flag against all enemies returned from the enclave. Whenever a PvP condition starts, all players are currently notified via system messages that explain which player/group they are enemies with.
In the case of the "sudden death" pvp action, if a dark jedi is slain by a fellow petitioner, all votes that the loser has accumulated will be distributed amongst all of the fellow petitioners who were involved in the players death. It is possible (known, shippable issue) that a perma enemy flag persists beyond the expiration of the PvP condition. This can occur if a PvP conditions expires (i.e. voting concludes, in this case) while the players are online. If the Jedi choose to kill each other after the condition has expired, but they are still flagged, they will neither gain nor lose Jedi XP for that kill/death. This is an issue we hope to be able to resolve in the future.
When a player advances to a new Rank, he automatically gains the corresponding skill box, receiving all of its benefits.
Example:
Player A is of Rank II. He has 30,000 experience and is therefore eligible to advance to Rank III. When an opening within Rank III is created, he petitions for it. Two other players within his Rank do likewise. After 1 day, the voting begins. Every player in the first Tier (Ranks I, II, III, and IV) is able to vote. Since this is a promotion into Rank III, the votes of the players in this Rank are doubled. If Player A receives more votes than any other player he is eligible for promotion. If he accepts this promotion from the voting terminal during the "Acceptance" phase, the Rank III skill is automatically granted to him, along with any abilities it contains.
Players will receive email notifications in regards to voting issues.
Update: Addition to the Light Side FRS advancement opportunities
A new system in the Light Side FRS that enables a Jedi, at the cost of Force Rank XP, to issue a No-Confidence Challenge against a member one rank above their own. Everyone at the challenged rank and lower can vote. If 2/3 of the votes are for the challenge, that player is reduced by one rank, opening it up for a new petitioner. This is similar to the Dark Side’s Arena Challenge system, but with a Light Side twist, providing a chance for ranked Jedi to progress once the upper ranks become bloated.
Nothing happens to the challenger if the vote fails (of course, the challenged player may want a little revenge). A player can only issue one challenge a week and it costs 2000 experience regardless of the outcome. Also, if a player is demoted and the lower rank is full, the system will make “room” for them by temporarily overloading that rank.
FORCE RANKING MODS:
Force Control: Increases the strength of any healing or enhancement effects.
Force Manipulation: Increases the efficiency of any Force ability.
Force Power: Increases the strength of any offensive Force attack.
(Note: all Force Control (CNTRL), Force Manipulation (MANIP), and Force Power (POWER) mods listed are cumulative.)
Light Force Rankings
-
NAME___________RANK___FRS_XP____MAINT____CAP__CNTRL__MANIP__POWER -
Rank Member_______0________0________0____n/a______5______5______4 -
Sentinel I________1___10,000______100_____10_____10______8______6 -
Sentinel II_______2___20,000______200_____10_____15_____12______8 -
Sentinel III______3___30,000______300_____10_____20_____16_____10 -
Sentinel IV_______4___40,000______400_____10_____25_____20_____12 -
Consular I________5___60,000______500______9_____35_____25_____15 -
Consular II_______6___80,000______600______9_____45_____30_____20 -
Consular III______7__100,000______700______9_____55_____35_____25 -
Arbiter I_________8__150,000______800______8_____70_____45_____35 -
Arbiter II________9__200,000______900______8_____85_____55_____45 -
Council Member___10__300,000____1,000_____11____100_____65_____60 -
Council Leader___11__500,000____1,100______1____120_____80_____75
Dark Force Rankings
-
NAME___________RANK___FRS_XP____MAINT____CAP__CNTRL__MANIP__POWER -
Rank Member_______0________0________0____n/a______4______5______5 -
Enforcer I________1___10,000______100_____10______6______8_____10 -
Enforcer II_______2___20,000______200_____10______8_____12_____15 -
Enforcer III______3___30,000______300_____10_____10_____16_____20 -
Enforcer IV_______4___40,000______400_____10_____12_____20_____25 -
Templar I_________5___60,000______500______9_____15_____25_____35 -
Templar II________6___80,000______600______9_____20_____30_____45 -
Templar III_______7__100,000______700______9_____25_____35_____55 -
Oppressor I_______8__150,000______800______8_____35_____45_____70 -
Oppressor II______9__200,000______900______8_____45_____55_____85 -
Council Member___10__300,000____1,000_____11_____60_____65____100 -
Council Leader___11__500,000____1,100______1_____75_____80____120
Light Enclave: Yavin IV (-5575, 4905)
Dark Enclave: Yavin IV (5079, 305)
Enclaves can only be entered by Jedi Knights
To start the Knight Trials you must kneel in front of your Force Shrine (on the planet you were told to go to), click on the urn, and select "Meditate" from the radial menu.
To see the current ranks of the FRS Jedi on your side (once becoming a Knight) you can use "/showCouncilRank".
Reportedly, the "Jedi Master" title is gained by reaching rank 8 (Arbiter/Oppressor) in the FRS.
Force Rank experience can only be gained by killing other opposing side Jedi. Normal players will yield 0 FR XP (but you still lose FR XP if killed by them). The only exception to this is Master Bounty Hunters, FR XP can be gained by killing them as well.
Message Edited by Qubitt on 06-24-2005 11:26 PM